Revision: 15650
http://pcgen.svn.sourceforge.net/pcgen/?rev=15650&view=rev
Author: distant-scholar
Date: 2011-12-13 01:31:33 +0000 (Tue, 13 Dec 2011)
Log Message:
-----------
Updates to alchemist class to handle UM alchemist archetypes.
Issue#: NEWSOURCE-80
Modified Paths:
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Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_class.lst
Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_classes_base.lst
Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_class.lst 2011-12-13 01:29:33 UTC (rev 15649)
+++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_class.lst 2011-12-13 01:31:33 UTC (rev 15650)
@@ -1,4 +1,4 @@
-# CVS $Revision$ $Author$ -- Thu Jul 7 12:35:07 2011 -- reformated by prettylst.pl v1.39 (build 11455)
+# CVS $Revision$ $Author$ -- Mon Dec 12 20:23:59 2011 -- reformated by prettylst.pl v1.39 (build )
SOURCELONG:Advanced Player's Guide SOURCESHORT:PFAPG SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8fo1 SOURCEDATE:2010-08
# Original Entry by: Stefan Radermacher & Andrew Maitland
@@ -9,18 +9,21 @@
##
###Block: Alchemist class features
-# Ability Name Unique Key Category of Ability Type Define Description Automatically Gained Feat Bonus to skill Modify VAR Weapon prof. bonus Source Page Aspects Description of the Benefits
-Alchemy KEY:Alchemy ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AlchemistAlchemyLVL|0 DEFINE:AlchemistAlchemyBonus|0 DESC:When using Craft (Alchemy) to create an alchemical item, you gains a +%1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.|AlchemistAlchemyBonus BONUS:SKILL|Craft (Alchemy/Create item)|AlchemistAlchemyBonus BONUS:VAR|AlchemistAlchemyBonus|AlchemistAlchemyLVL SOURCEPAGE:p.26
-Bomb KEY:Bomb ~ Alchemist CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.Checklist DEFINE:AlchemistBombLVL|0 DEFINE:AlchemistBombTimes|0 DEFINE:AlchemistBombDiceSize|6 DEFINE:AlchemistBombAdditionalDice|0 DEFINE:AlchemistBombDamageBonus|INT DEFINE:AlchemistBombSplashDamage|1+AlchemistBombAdditionalDice+AlchemistBombDamageBonus DEFINE:AlchemistBombDC|0 DESC:You can use %1 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%3 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDC BONUS:VAR|AlchemistBombDC|10+(AlchemistBombLVL/2)+INT BONUS:VAR|AlchemistBombTimes|AlchemistBombLVL+INT BONUS:VAR|AlchemistBombAdditionalDice|(AlchemistBombLVL-1)/2 BONUS:WEAPONPROF=Bomb|DAMAGE|AlchemistBombDamageBonus SOURCEPAGE:p.27 ASPECT:CheckCount|%1|AlchemistBombTimes ASPECT:CheckType|Uses per Day BENEFIT:You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use %1 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%2 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDC AUTO:EQUIP|Bomb
-Brew Potion KEY:Brew Potion ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat. AUTO:FEAT|Brew Potion SOURCEPAGE:p.27
-Mutagen KEY:Mutagen ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AlchemistMutagenLVL|0 DEFINE:AlchemistMutagenDuration|0 DEFINE:AlchemistMutagenDC|0 DESC:You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for %1 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC %2 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.|AlchemistMutagenDuration|AlchemistMutagenDC BONUS:VAR|AlchemistMutagenDuration|AlchemistMutagenLVL*10 BONUS:VAR|AlchemistMutagenDC|10+(AlchemistMutagenLVL/2)+INT SOURCEPAGE:p.27
-Throw Anything KEY:Throw Anything ~ Alchemist CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. AUTO:FEAT|Throw Anything SOURCEPAGE:p.27
-Poison Resistance KEY:Poison Resistance ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SaveBonus DEFINE:AlchemistPoisonResistanceLVL|0 DEFINE:AlchemistPoisonResistanceBonus|0 DESC:You gain a +%1 bonus on all saving throws against poison.|AlchemistPoisonResistanceBonus|PREVARLT:AlchemistPoisonResistanceLVL,10 DESC:You are completely immune to poison.|PREVARGTEQ:AlchemistPoisonResistanceLVL,10 BONUS:VAR|AlchemistPoisonResistanceBonus|2*floor((AlchemistPoisonResistanceLVL+1)/3) SOURCEPAGE:p.31 ASPECT:SaveBonus|+%1 vs. poison|AlchemistPoisonResistanceBonus|PREVARLT:AlchemistPoisonResistanceLVL,10
-Poison Use KEY:Poison Use ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon. SOURCEPAGE:p.31
-Swift Alchemy KEY:Swift Alchemy ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action. SOURCEPAGE:p.31
-Swift Poisoning KEY:Swift Poisoning ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can apply a dose of poison to a weapon as a swift action. SOURCEPAGE:p.31
-Persistent Mutagen KEY:Persistent Mutagen ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AlchemistPersistentMutagenLVL|0 DESC:The effects of your mutagens last for %1 hours.|AlchemistPersistentMutagenDuration BONUS:VAR|AlchemistPersistentMutagenLVL|AlchemistPersistentMutagenDuration SOURCEPAGE:p.31
-Instant Alchemy KEY:Instant Alchemy ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can create alchemical items with almost supernatural speed. You can create any alchemical item as a full-round action if you succeed at the Craft (Alchemy) check and have the appropriate resources at hand to fund the creation. You can apply poison to a weapon as an immediate action.
+# Ability Name Unique Key Category of Ability Type Visible Define Description Automatically Added to Inventory Automatically Gained Feat Ability Bonus to skill Modify VAR Weapon prof. bonus Source Page Aspects Description of the Benefits
+Alchemy KEY:Alchemy ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AlchemistAlchemyLVL|0 DEFINE:AlchemistAlchemyBonus|0 DESC:When using Craft (Alchemy) to create an alchemical item, you gains a +%1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.|AlchemistAlchemyBonus BONUS:SKILL|Craft (Alchemy/Create item)|AlchemistAlchemyBonus BONUS:VAR|AlchemistAlchemyBonus|AlchemistAlchemyLVL SOURCEPAGE:p.26
+Bomb KEY:Bomb ~ Alchemist CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.Checklist DEFINE:AlchemistBombLVL|0 DEFINE:AlchemistBombTimes|0 DEFINE:AlchemistBombDiceSize|6 DEFINE:AlchemistBombAdditionalDice|0 DEFINE:AlchemistBombDamageBonus|INT DEFINE:AlchemistBombSplashDamage|1+AlchemistBombAdditionalDice+AlchemistBombDamageBonus DEFINE:AlchemistBombDC|0 DESC:You can use %1 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%3 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDC AUTO:EQUIP|Bomb BONUS:VAR|AlchemistBombDC|10+(AlchemistBombLVL/2)+INT BONUS:VAR|AlchemistBombTimes|AlchemistBombLVL+INT BONUS:VAR|AlchemistBombAdditionalDice|(AlchemistBombLVL-1)/2 BONUS:WEAPONPROF=Bomb|DAMAGE|AlchemistBombDamageBonus SOURCEPAGE:p.27 ASPECT:CheckCount|%1|AlchemistBombTimes ASPECT:CheckType|Uses per Day BENEFIT:You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use %1 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%2 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDC
+Brew Potion KEY:Brew Potion ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat. AUTO:FEAT|Brew Potion SOURCEPAGE:p.27
+Mutagen KEY:Mutagen ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AlchemistMutagenLVL|0 DEFINE:AlchemistMutagenDuration|0 DEFINE:AlchemistMutagenDC|0 DESC:You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for %1 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC %2 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.|AlchemistMutagenDuration|AlchemistMutagenDC BONUS:VAR|AlchemistMutagenDuration|AlchemistMutagenLVL*10 BONUS:VAR|AlchemistMutagenDC|10+(AlchemistMutagenLVL/2)+INT SOURCEPAGE:p.27
+Throw Anything KEY:Throw Anything ~ Alchemist CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. AUTO:FEAT|Throw Anything SOURCEPAGE:p.27
+Poison Resistance KEY:Poison Resistance ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SaveBonus DEFINE:AlchemistPoisonResistanceBonus|0 DESC:You gain a +%1 bonus on all saving throws against poison.|AlchemistPoisonResistanceBonus|!PREABILITY:1,CATEGORY=Special Ability,Poison Immunity ~ Alchemist DESC:You are completely immune to poison.|PREABILITY:1,CATEGORY=Special Ability,Poison Immunity ~ Alchemist BONUS:VAR|AlchemistPoisonResistanceBonus|2 SOURCEPAGE:p.31 ASPECT:SaveBonus|+%1 vs. poison|AlchemistPoisonResistanceBonus|!PREABILITY:1,CATEGORY=Special Ability,Poison Immunity ~ Alchemist
+Poison Resistance 4 KEY:Poison Resistance 4 ~ Alchemist CATEGORY:Special Ability VISIBLE:NO BONUS:VAR|AlchemistPoisonResistanceBonus|2
+Poison Resistance 6 KEY:Poison Resistance 6 ~ Alchemist CATEGORY:Special Ability VISIBLE:NO BONUS:VAR|AlchemistPoisonResistanceBonus|2
+Poison Immunity KEY:Poison Immunity ~ Alchemist CATEGORY:Special Ability VISIBLE:NO ABILITY:Special Ability|AUTOMATIC|Immunity to Poison
+Poison Use KEY:Poison Use ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon. SOURCEPAGE:p.31
+Swift Alchemy KEY:Swift Alchemy ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action. SOURCEPAGE:p.31
+Swift Poisoning KEY:Swift Poisoning ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can apply a dose of poison to a weapon as a swift action. SOURCEPAGE:p.31
+Persistent Mutagen KEY:Persistent Mutagen ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AlchemistPersistentMutagenLVL|0 DESC:The effects of your mutagens last for %1 hours.|AlchemistPersistentMutagenDuration BONUS:VAR|AlchemistPersistentMutagenLVL|AlchemistPersistentMutagenDuration SOURCEPAGE:p.31
+Instant Alchemy KEY:Instant Alchemy ~ Alchemist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can create alchemical items with almost supernatural speed. You can create any alchemical item as a full-round action if you succeed at the Craft (Alchemy) check and have the appropriate resources at hand to fund the creation. You can apply poison to a weapon as an immediate action.
###Block: Alchemist discovery class features internal abilities
# Ability Name Unique Key Category of Ability Type Visible Define Bonus to Ability Pool Modify VAR Source Page
@@ -28,36 +31,36 @@
Grand Discovery KEY:Grand Discovery ~ Alchemist CATEGORY:Special Ability TYPE:Internal VISIBLE:NO BONUS:ABILITYPOOL|Alchemist Grand Discovery|1 BONUS:ABILITYPOOL|Alchemist Discovery|2 SOURCEPAGE:p.31
###Block: Alchemist discoveries
-# Ability Name Unique Key Category of Ability Type Required Ability Var. Min. Value Description
-Acid Bomb* KEY:Discovery ~ Acid Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
-Combine Extracts KEY:Discovery ~ Combine Extracts CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,8 DESC:When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.
-Concentrate Poison KEY:Discovery ~ Concentrate Poison CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50%% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.
-Concussive Bomb* KEY:Discovery ~ Concussive Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,6 DESC:When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.
-Delayed Bomb KEY:Discovery ~ Delayed Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,8 DESC:The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist's level + the alchemist's Intelligence modifier).
-Dilution KEY:Discovery ~ Dilution CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,12 DESC:Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again.This discovery cannot be used to dilute extracts or mutagens.
-Dispelling Bomb KEY:Discovery ~ Dispelling Bomb CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.
-Elixir of Life KEY:Discovery ~ Elixir of Life CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,16 DESC:Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.
-Enhance Potion KEY:Discovery ~ Enhance Potion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
-Eternal Potion KEY:Discovery ~ Eternal Potion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Extend Potion PREVARGTEQ:AlchemistLVL,16 DESC:If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
-Explosive Bomb* KEY:Discovery ~ Explosive Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a fullround action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
-Extend Potion KEY:Discovery ~ Extend Potion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
-Fast Bombs KEY:Discovery ~ Fast Bombs CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,8 DESC:An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.
-Feral Mutagen KEY:Discovery ~ Feral Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
-Force Bomb* KEY:Discovery ~ Force Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,8 DESC:When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
-Frost Bomb* KEY:Discovery ~ Frost Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
-Grand Mutagen KEY:Discovery ~ Grand Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Greater Mutagen PREVARGTEQ:AlchemistLVL,16 DESC:The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
-Greater Mutagen KEY:Discovery ~ Greater Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,12 DESC:The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on both associated mental ability scores as long as the mutagen persists.
-Infuse Mutagen KEY:Discovery ~ Infuse Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens - only the most recently imbibed mutagen has any effect.
-Inferno Bomb* KEY:Discovery ~ Inferno Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Smoke Bomb PREVARGTEQ:AlchemistLVL,16 DESC:The effects of the smoke created by an alchemist's bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
-Infusion KEY:Discovery ~ Infusion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
-Madness Bomb KEY:Discovery ~ Madness Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,12 DESC:The alchemist's bombs do more than sear flesh - they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
-Poison Bomb* KEY:Discovery ~ Poison Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Smoke Bomb PREVARGTEQ:AlchemistLVL,12 DESC:The effects of the smoke created by an alchemist's bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
-Precise Bombs KEY:Discovery ~ Precise Bombs CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
-Shock Bomb* KEY:Discovery ~ Shock Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
-Smoke Bomb* KEY:Discovery ~ Smoke Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
-Sticky Bomb KEY:Discovery ~ Sticky Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,10 DESC:The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
-Sticky Poison KEY:Discovery ~ Sticky Poison CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:AlchemistLVL,6 DESC:Any poison the alchemist creates is sticky - when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier.
-Stink Bomb* KEY:Discovery ~ Stink Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, f illing an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.
+# Ability Name Unique Key Category of Ability Type Required Ability Var. Min. Value Description
+Acid Bomb* KEY:Discovery ~ Acid Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
+Combine Extracts KEY:Discovery ~ Combine Extracts CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),8 DESC:When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.
+Concentrate Poison KEY:Discovery ~ Concentrate Poison CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50%% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.
+Concussive Bomb* KEY:Discovery ~ Concussive Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),6 DESC:When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.
+Delayed Bomb KEY:Discovery ~ Delayed Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),8 DESC:The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist's level + the alchemist's Intelligence modifier).
+Dilution KEY:Discovery ~ Dilution CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),12 DESC:Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again.This discovery cannot be used to dilute extracts or mutagens.
+Dispelling Bomb KEY:Discovery ~ Dispelling Bomb CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.
+Elixir of Life KEY:Discovery ~ Elixir of Life CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),16 DESC:Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.
+Enhance Potion KEY:Discovery ~ Enhance Potion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
+Eternal Potion KEY:Discovery ~ Eternal Potion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Extend Potion PREVARGTEQ:classlevel("Alchemist"),16 DESC:If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
+Explosive Bomb* KEY:Discovery ~ Explosive Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a fullround action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
+Extend Potion KEY:Discovery ~ Extend Potion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
+Fast Bombs KEY:Discovery ~ Fast Bombs CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),8 DESC:An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.
+Feral Mutagen KEY:Discovery ~ Feral Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
+Force Bomb* KEY:Discovery ~ Force Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),8 DESC:When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
+Frost Bomb* KEY:Discovery ~ Frost Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
+Grand Mutagen KEY:Discovery ~ Grand Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Greater Mutagen PREVARGTEQ:classlevel("Alchemist"),16 DESC:The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
+Greater Mutagen KEY:Discovery ~ Greater Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),12 DESC:The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on both associated mental ability scores as long as the mutagen persists.
+Infuse Mutagen KEY:Discovery ~ Infuse Mutagen CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens - only the most recently imbibed mutagen has any effect.
+Inferno Bomb* KEY:Discovery ~ Inferno Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Smoke Bomb PREVARGTEQ:classlevel("Alchemist"),16 DESC:The effects of the smoke created by an alchemist's bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
+Infusion KEY:Discovery ~ Infusion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery DESC:When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
+Madness Bomb KEY:Discovery ~ Madness Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),12 DESC:The alchemist's bombs do more than sear flesh - they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
+Poison Bomb* KEY:Discovery ~ Poison Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Smoke Bomb PREVARGTEQ:classlevel("Alchemist"),12 DESC:The effects of the smoke created by an alchemist's bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
+Precise Bombs KEY:Discovery ~ Precise Bombs CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
+Shock Bomb* KEY:Discovery ~ Shock Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
+Smoke Bomb* KEY:Discovery ~ Smoke Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
+Sticky Bomb KEY:Discovery ~ Sticky Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),10 DESC:The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
+Sticky Poison KEY:Discovery ~ Sticky Poison CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery PREVARGTEQ:classlevel("Alchemist"),6 DESC:Any poison the alchemist creates is sticky - when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier.
+Stink Bomb* KEY:Discovery ~ Stink Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery DESC:The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, f illing an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.
###Block: Alchemist grand discoveries
# Ability Name Unique Key Category of Ability Type Required Ability Description Stat bonus
@@ -72,458 +75,458 @@
###Block: Cavalier class features
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Challenge KEY:Challenge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:CavalierChallengeLVL|0 DEFINE:CavalierChallengeTimes|0 DESC:%1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is %2. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.|CavalierChallengeTimes|CavalierChallengeLVL
-Mount KEY:Mount ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:CavalierLevel|0 DESC:A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. FOLLOWERS:Cavalier Mount|1 COMPANIONLIST:Cavalier Mount|Companion (Camel),Companion (Horse),Companion (Pony),Companion (Wolf) COMPANIONLIST:Cavalier Mount|Companion (Boar),Companion (Dog)|FOLLOWERADJUSTMENT:-3 SOURCEPAGE:p.51
-Order KEY:Order ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
-Tactician KEY:Tactician ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. BONUS:ABILITYPOOL|Tactician Feat|1
-Cavalier's Charge KEY:Cavalier's Charge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
-Expert Trainer KEY:Expert Trainer ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
-Banner KEY:Banner ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
-Greater Tactician KEY:Greater Tactician ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action. BONUS:ABILITYPOOL|Tactician Feat|1
-Mighty Charge KEY:Mighty Charge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
-Demanding Challenge KEY:Demanding Challenge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a -2 penalty to its AC from attacks made by anyone other than the cavalier.
-Greater Banner KEY:Greater Banner ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
-Master Tactician KEY:Master Tactician ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
-Supreme Charge KEY:Supreme Charge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Challenge KEY:Challenge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:CavalierChallengeLVL|0 DEFINE:CavalierChallengeTimes|0 DESC:%1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is %2. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.|CavalierChallengeTimes|CavalierChallengeLVL
+Mount KEY:Mount ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:CavalierLevel|0 DESC:A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. FOLLOWERS:Cavalier Mount|1 COMPANIONLIST:Cavalier Mount|Companion (Camel),Companion (Horse),Companion (Pony),Companion (Wolf) COMPANIONLIST:Cavalier Mount|Companion (Boar),Companion (Dog)|FOLLOWERADJUSTMENT:-3 SOURCEPAGE:p.51
+Order KEY:Order ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
+Tactician KEY:Tactician ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. BONUS:ABILITYPOOL|Tactician Feat|1
+Cavalier's Charge KEY:Cavalier's Charge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
+Expert Trainer KEY:Expert Trainer ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
+Banner KEY:Banner ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
+Greater Tactician KEY:Greater Tactician ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action. BONUS:ABILITYPOOL|Tactician Feat|1
+Mighty Charge KEY:Mighty Charge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
+Demanding Challenge KEY:Demanding Challenge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a -2 penalty to its AC from attacks made by anyone other than the cavalier.
+Greater Banner KEY:Greater Banner ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
+Master Tactician KEY:Master Tactician ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
+Supreme Charge KEY:Supreme Charge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.
# Cavalier Orders - Should these be done as Subclass to support the CSKILL issue?
# Order of the Cockatrice --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-Order of the Cockatrice CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal). ABILITY:Special Ability|AUTOMATIC|Braggart ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Steal Glory ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Moment of Triumph ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Appraise|TYPE.Perform
-CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Cockatrice
+Order of the Cockatrice CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal). ABILITY:Special Ability|AUTOMATIC|Braggart ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Steal Glory ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Moment of Triumph ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Appraise|TYPE.Perform
+CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Cockatrice
#
-Braggart KEY:Braggart ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets. AUTO:FEAT|Dazzling Display
-Steal Glory KEY:Steal Glory ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.
-Moment of Triumph KEY:Moment of Triumph ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.
+Braggart KEY:Braggart ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets. AUTO:FEAT|Dazzling Display
+Steal Glory KEY:Steal Glory ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.
+Moment of Triumph KEY:Moment of Triumph ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.
# Order of the Dragon --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-Order of the Dragon CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:Whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). ABILITY:Special Ability|AUTOMATIC|Aid Allies ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Strategy ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Act as One ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Perception|Survival
-CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Dragon
+Order of the Dragon CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:Whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). ABILITY:Special Ability|AUTOMATIC|Aid Allies ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Strategy ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Act as One ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Perception|Survival
+CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Dragon
#
-Aid Allies KEY:Aid Allies ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
-Strategy KEY:Strategy ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
-Act as One KEY:Act as One ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.
+Aid Allies KEY:Aid Allies ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
+Strategy KEY:Strategy ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
+Act as One KEY:Act as One ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.
# Order of the Lion --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-Order of the Lion CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign. ABILITY:Special Ability|AUTOMATIC|Lion's Call ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|For the King ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Shield of the Liege ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Knowledge (Local)|Knowledge (Nobility)
-CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Lion
+Order of the Lion CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign. ABILITY:Special Ability|AUTOMATIC|Lion's Call ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|For the King ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Shield of the Liege ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Knowledge (Local)|Knowledge (Nobility)
+CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Lion
#
-Lion's Call KEY:Lion's Call ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
-For the King KEY:For the King ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
-Shield of the Liege KEY:Shield of the Liege ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.
+Lion's Call KEY:Lion's Call ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
+For the King KEY:For the King ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
+Shield of the Liege KEY:Shield of the Liege ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.
# Order of the Shield --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-Order of the Shield CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). ABILITY:Special Ability|AUTOMATIC|Resolute ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Stem the Tide ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Protect the Meek ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Heal|Knowledge (Local)
-CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Shield
+Order of the Shield CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). ABILITY:Special Ability|AUTOMATIC|Resolute ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Stem the Tide ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Protect the Meek ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Heal|Knowledge (Local)
+CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Shield
#
-Resolute KEY:Resolute ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.
-Stem the Tide KEY:Stem the Tide ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check. AUTO:FEAT|Stand Still
-Protect the Meek KEY:Protect the Meek ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount's speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.
+Resolute KEY:Resolute ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.
+Stem the Tide KEY:Stem the Tide ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check. AUTO:FEAT|Stand Still
+Protect the Meek KEY:Protect the Meek ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount's speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.
# Order of the Star --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-Order of the Star CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith. ABILITY:Special Ability|AUTOMATIC|Calling ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|For the Faith ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Retribution ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Heal|Knowledge (Religion)
-CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Star
+Order of the Star CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith. ABILITY:Special Ability|AUTOMATIC|Calling ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|For the Faith ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Retribution ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Heal|Knowledge (Religion)
+CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Star
#
-Calling KEY:Calling ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, the cavalier can make a shortprayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.
-For the Faith KEY:For the Faith ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.
-Retribution KEY:Retribution ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.
+Calling KEY:Calling ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, the cavalier can make a shortprayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.
+For the Faith KEY:For the Faith ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.
+Retribution KEY:Retribution ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.
# Order of the Sword --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-Order of the Sword CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1) ABILITY:Special Ability|AUTOMATIC|By My Honor ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Mounted Mastery ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Knight's Challenge ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Knowledge (Nobility)|Knowledge (Religion)
-CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Sword
+Order of the Sword CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality DEFINE:OrderChallengeBonus|0 DESC:Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1) ABILITY:Special Ability|AUTOMATIC|By My Honor ~ Cavalier|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Mounted Mastery ~ Cavalier|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Knight's Challenge ~ Cavalier|PRECLASS:1,Cavalier=15 BONUS:VAR|OrderChallengeBonus|CavalierLVL/4 CSKILL:Knowledge (Nobility)|Knowledge (Religion)
+CATEGORY=Special Ability|Challenge ~ Cavalier.MOD DESC:he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Sword
#
-By My Honor KEY:By My Honor ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice. BONUS:ABILITYPOOL|Alignment Selection|1 BONUS:ABILITYPOOL|Saving Throw Selection|1
-Mounted Mastery KEY:Mounted Mastery ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount's Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected. BONUS:ABILITYPOOL|Mounted Mastery Selection|1
-Knight's Challenge KEY:Knight's Challenge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can make a knight's challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage roles made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight's challenge.
+By My Honor KEY:By My Honor ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice. BONUS:ABILITYPOOL|Alignment Selection|1 BONUS:ABILITYPOOL|Saving Throw Selection|1
+Mounted Mastery KEY:Mounted Mastery ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount's Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected. BONUS:ABILITYPOOL|Mounted Mastery Selection|1
+Knight's Challenge KEY:Knight's Challenge ~ Cavalier CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 15th level, the cavalier can make a knight's challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage roles made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight's challenge.
#
-Alignment Selection KEY:Order of the Sword ~ Alignment Selection CATEGORY:Special Ability TYPE:SpecialQuality MULT:YES CHOOSE:STRING|LG|LN|LE|NG|TN|NE|CG|CN|CE BENEFIT:As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.
-Bonus to Saving Throw KEY:Order of the Sword ~ Bonus to Saving Throw CATEGORY:Special Ability TYPE:SpecialQuality MULT:YES CHOOSE:STRING|Fortitude|Reflex|Will BONUS:CHECKS|%LIST|2|TYPE=Morale BENEFIT:+2 Morale Bonus to Selected Save
+Alignment Selection KEY:Order of the Sword ~ Alignment Selection CATEGORY:Special Ability TYPE:SpecialQuality MULT:YES CHOOSE:STRING|LG|LN|LE|NG|TN|NE|CG|CN|CE BENEFIT:As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.
+Bonus to Saving Throw KEY:Order of the Sword ~ Bonus to Saving Throw CATEGORY:Special Ability TYPE:SpecialQuality MULT:YES CHOOSE:STRING|Fortitude|Reflex|Will BONUS:CHECKS|%LIST|2|TYPE=Morale BENEFIT:+2 Morale Bonus to Selected Save
#
# Inquisitor Special Abilities
#
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Orisons KEY:Orisons ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. SOURCEPAGE:p.40
-Judgment (Sacred) KEY:Sacred Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.InquisitorJudgment !PREALIGN:LE,NE,CE DESC:An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability %1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.|1+(InquisitorLvl-1)/3 ABILITY:Special Ability|AUTOMATIC|TYPE.InquisitorJudgmentSacred|TYPE.InquisitorJudgmentNeither SOURCEPAGE:p.38
-Judgment (Profane) KEY:Profane Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.InquisitorJudgment !PREALIGN:LG,NG,CG DESC:An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability %1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.|1+(InquisitorLvl-1)/3 ABILITY:Special Ability|AUTOMATIC|TYPE.InquisitorJudgmentProfane|TYPE.InquisitorJudgmentNeither SOURCEPAGE:p.38
-Monster Lore KEY:Monster Lore ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:MonsterLoreBonus|0 DESC:The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. ABILITY:Special Ability|AUTOMATIC|TYPE.InquisitorMonsterLore BONUS:VAR|MonsterLoreBonus|WIS SOURCEPAGE:p.40
-Stern Gaze KEY:Stern Gaze ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:SternGazeBonus|0 DESC:Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +%1 morale bonus on all Intimidate and Sense Motive checks.|SternGazeBonus BONUS:SKILL|Intimidate,Sense Motive|SternGazeBonus|TYPE=Morale BONUS:VAR|SternGazeBonus|max(1,InquisitorLvl/2) SOURCEPAGE:p.40
-Cunning Initiative KEY:Cunning Initiative ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. BONUS:COMBAT|INITIATIVE|WIS SOURCEPAGE:p.40
-Detect Alignment KEY:Detect Alignment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. SOURCEPAGE:p.40
-Track KEY:Track ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:TrackLVL|0 DEFINE:TrackBonus|0 DESC:An inquisitor adds half her level on Survival skill checks made to follow or identify tracks. BONUS:SKILL|Survival (Follow or identify tracks)|TrackBonus BONUS:VAR|TrackBonus|max(TrackLVL/2,1) SOURCEPAGE:p.40
-Solo Tactics KEY:Solo Tactics ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:All of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. SOURCEPAGE:p.40
-Bane KEY:Bane ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:InquisitorBanePool|InquisitorLvl DESC:An inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for %1 rounds per day. These rounds do not need to be consecutive.|InquisitorBanePool SOURCEPAGE:p.40
-Discern Lies KEY:Discern Lies ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:An inquisitor can discern lies, as per the spell, for %1 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.|InquisitorLvl SOURCEPAGE:p.41
-Second Judgment KEY:Second Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. SOURCEPAGE:p.41
-Stalwart KEY:Stalwart ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability. SOURCEPAGE:p.41
-Greater Bane KEY:Greater Bane ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:Whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. SOURCEPAGE:p.41
-Exploit Weakness KEY:Exploit Weakness ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:The inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. SOURCEPAGE:p.41
-Third Judgment KEY:Third Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. SOURCEPAGE:p.41
-Slayer KEY:Slayer ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An inquisitor learns to act quickly in combat. Whenever an inquisitor uses her judgment ability, she can select one of her judgments - that judgment grants the maximum bonus from the first round of combat onward. If that judgment is changed during combat, it resets as normal. SOURCEPAGE:p.41
-True Judgment KEY:True Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:An inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save (DC %1) or die. Once the attack is made, all of the bonuses from the inquisitor's judgments reset to those granted on the first round (although the slayer judgment remains at the maximum bonus). Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours.|10+InquisitorLvl/2+WIS SOURCEPAGE:p.41
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Orisons KEY:Orisons ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. SOURCEPAGE:p.40
+Judgment (Sacred) KEY:Sacred Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.InquisitorJudgment !PREALIGN:LE,NE,CE DESC:An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability %1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.|1+(InquisitorLvl-1)/3 ABILITY:Special Ability|AUTOMATIC|TYPE.InquisitorJudgmentSacred|TYPE.InquisitorJudgmentNeither SOURCEPAGE:p.38
+Judgment (Profane) KEY:Profane Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.InquisitorJudgment !PREALIGN:LG,NG,CG DESC:An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability %1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.|1+(InquisitorLvl-1)/3 ABILITY:Special Ability|AUTOMATIC|TYPE.InquisitorJudgmentProfane|TYPE.InquisitorJudgmentNeither SOURCEPAGE:p.38
+Monster Lore KEY:Monster Lore ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:MonsterLoreBonus|0 DESC:The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. ABILITY:Special Ability|AUTOMATIC|TYPE.InquisitorMonsterLore BONUS:VAR|MonsterLoreBonus|WIS SOURCEPAGE:p.40
+Stern Gaze KEY:Stern Gaze ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:SternGazeBonus|0 DESC:Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +%1 morale bonus on all Intimidate and Sense Motive checks.|SternGazeBonus BONUS:SKILL|Intimidate,Sense Motive|SternGazeBonus|TYPE=Morale BONUS:VAR|SternGazeBonus|max(1,InquisitorLvl/2) SOURCEPAGE:p.40
+Cunning Initiative KEY:Cunning Initiative ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. BONUS:COMBAT|INITIATIVE|WIS SOURCEPAGE:p.40
+Detect Alignment KEY:Detect Alignment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. SOURCEPAGE:p.40
+Track KEY:Track ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:TrackLVL|0 DEFINE:TrackBonus|0 DESC:An inquisitor adds half her level on Survival skill checks made to follow or identify tracks. BONUS:SKILL|Survival (Follow or identify tracks)|TrackBonus BONUS:VAR|TrackBonus|max(TrackLVL/2,1) SOURCEPAGE:p.40
+Solo Tactics KEY:Solo Tactics ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:All of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. SOURCEPAGE:p.40
+Bane KEY:Bane ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:InquisitorBanePool|InquisitorLvl DESC:An inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for %1 rounds per day. These rounds do not need to be consecutive.|InquisitorBanePool SOURCEPAGE:p.40
+Discern Lies KEY:Discern Lies ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:An inquisitor can discern lies, as per the spell, for %1 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.|InquisitorLvl SOURCEPAGE:p.41
+Second Judgment KEY:Second Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. SOURCEPAGE:p.41
+Stalwart KEY:Stalwart ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability. SOURCEPAGE:p.41
+Greater Bane KEY:Greater Bane ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:Whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. SOURCEPAGE:p.41
+Exploit Weakness KEY:Exploit Weakness ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:The inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. SOURCEPAGE:p.41
+Third Judgment KEY:Third Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. SOURCEPAGE:p.41
+Slayer KEY:Slayer ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An inquisitor learns to act quickly in combat. Whenever an inquisitor uses her judgment ability, she can select one of her judgments - that judgment grants the maximum bonus from the first round of combat onward. If that judgment is changed during combat, it resets as normal. SOURCEPAGE:p.41
+True Judgment KEY:True Judgment ~ Inquisitor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:An inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save (DC %1) or die. Once the attack is made, all of the bonuses from the inquisitor's judgments reset to those granted on the first round (although the slayer judgment remains at the maximum bonus). Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours.|10+InquisitorLvl/2+WIS SOURCEPAGE:p.41
# Judgments (neither sacred nor profane)
-Judgment / Healing KEY:Judgment ~ Healing CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:The inquisitor is surrounded by a healing light, gaining fast healing %1. This causes the inquisitor to heal %1 point of damage each round as long as the inquisitor is alive and the judgment lasts.|1+InquisitorLvl/3 SOURCEPAGE:p.39
-Judgment / Resiliency KEY:Judgment ~ Resiliency CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:This judgment makes the inquisitor resistant to harm, granting DR %1/magic.|1+InquisitorLvl/5|PREMULT:1,[PREVARLT:InquisitorLvl,10],[!PREALIGN:LG,NG,CG,LN,CN,LE,NE,CE] DESC:This judgment makes the inquisitor resistant to harm, granting DR %1/alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's.|1+InquisitorLvl/5|PREVARGTEQ:InquisitorLvl,10|PREALIGN:LG,NG,CG,LN,CN,LE,NE,CE SOURCEPAGE:p.39
-Judgment / Resistance KEY:Judgment ~ Resistance CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:The inquisitor is shielded by a flickering aura, gaining %1 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.|2*(1+floor(InquisitorLvl/3)) SOURCEPAGE:p.39
-Judgment / Smiting KEY:Judgment ~ Smiting CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. SOURCEPAGE:p.39
-CATEGORY=Special Ability|Judgment ~ Smiting.MOD DESC:The inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments|PREVARGTEQ:InquisitorLvl,6|PREALIGN:LG,NG,CG,LN,CN,LE,NE,CE
-CATEGORY=Special Ability|Judgment ~ Smiting.MOD DESC:The inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).|PREVARGTEQ:InquisitorLvl,10
+Judgment / Healing KEY:Judgment ~ Healing CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:The inquisitor is surrounded by a healing light, gaining fast healing %1. This causes the inquisitor to heal %1 point of damage each round as long as the inquisitor is alive and the judgment lasts.|1+InquisitorLvl/3 SOURCEPAGE:p.39
+Judgment / Resiliency KEY:Judgment ~ Resiliency CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:This judgment makes the inquisitor resistant to harm, granting DR %1/magic.|1+InquisitorLvl/5|PREMULT:1,[PREVARLT:InquisitorLvl,10],[!PREALIGN:LG,NG,CG,LN,CN,LE,NE,CE] DESC:This judgment makes the inquisitor resistant to harm, granting DR %1/alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's.|1+InquisitorLvl/5|PREVARGTEQ:InquisitorLvl,10|PREALIGN:LG,NG,CG,LN,CN,LE,NE,CE SOURCEPAGE:p.39
+Judgment / Resistance KEY:Judgment ~ Resistance CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:The inquisitor is shielded by a flickering aura, gaining %1 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.|2*(1+floor(InquisitorLvl/3)) SOURCEPAGE:p.39
+Judgment / Smiting KEY:Judgment ~ Smiting CATEGORY:Special Ability TYPE:InquisitorJudgmentNeither.SpecialAttack DESC:This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. SOURCEPAGE:p.39
+CATEGORY=Special Ability|Judgment ~ Smiting.MOD DESC:The inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments|PREVARGTEQ:InquisitorLvl,6|PREALIGN:LG,NG,CG,LN,CN,LE,NE,CE
+CATEGORY=Special Ability|Judgment ~ Smiting.MOD DESC:The inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).|PREVARGTEQ:InquisitorLvl,10
# Sacred judgments
-Judgment / Destruction KEY:JudgmentS ~ Destruction CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:The inquisitor is filled with divine wrath, gaining a +%1 sacred bonus on all weapon damage rolls.|1+InquisitorLvl/3 SOURCEPAGE:p.39
-Judgment / Justice KEY:JudgmentS ~ Justice CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:This judgment spurs the inquisitor to seek justice, granting a +%1 sacred bonus on all attack rolls.|1+InquisitorLvl/5 SOURCEPAGE:p.39
-CATEGORY=Special Ability|JudgmentS ~ Justice.MOD DESC:This bonus is doubled on all attack rolls made to confirm critical hits.|PREVARGTEQ:InquisitorLvl,10
-Judgment / Piercing KEY:JudgmentS ~ Piercing CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +%1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.|1+InquisitorLvl/3 SOURCEPAGE:p.39
-Judgment / Protection KEY:JudgmentS ~ Protection CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:The inquisitor is surrounded by a protective aura, granting a +%1 sacred bonus to Armor Class.|1+InquisitorLvl/5 SOURCEPAGE:p.39
-CATEGORY=Special Ability|JudgmentS ~ Protection.MOD DESC:This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.|PREVARGTEQ:InquisitorLvl,10
-Judgment / Purity KEY:JudgmentS ~ Purity CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:The inquisitor is protected from the vile taint of her foes, gaining a +%1 sacred bonus on all saving throws.|1+InquisitorLvl/5 SOURCEPAGE:p.39
-CATEGORY=Special Ability|JudgmentS ~ Purity.MOD DESC:The bonus is doubled against curses, diseases, and poisons.|PREVARGTEQ:InquisitorLvl,10
+Judgment / Destruction KEY:JudgmentS ~ Destruction CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:The inquisitor is filled with divine wrath, gaining a +%1 sacred bonus on all weapon damage rolls.|1+InquisitorLvl/3 SOURCEPAGE:p.39
+Judgment / Justice KEY:JudgmentS ~ Justice CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:This judgment spurs the inquisitor to seek justice, granting a +%1 sacred bonus on all attack rolls.|1+InquisitorLvl/5 SOURCEPAGE:p.39
+CATEGORY=Special Ability|JudgmentS ~ Justice.MOD DESC:This bonus is doubled on all attack rolls made to confirm critical hits.|PREVARGTEQ:InquisitorLvl,10
+Judgment / Piercing KEY:JudgmentS ~ Piercing CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +%1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.|1+InquisitorLvl/3 SOURCEPAGE:p.39
+Judgment / Protection KEY:JudgmentS ~ Protection CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:The inquisitor is surrounded by a protective aura, granting a +%1 sacred bonus to Armor Class.|1+InquisitorLvl/5 SOURCEPAGE:p.39
+CATEGORY=Special Ability|JudgmentS ~ Protection.MOD DESC:This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.|PREVARGTEQ:InquisitorLvl,10
+Judgment / Purity KEY:JudgmentS ~ Purity CATEGORY:Special Ability TYPE:InquisitorJudgmentSacred.SpecialAttack DESC:The inquisitor is protected from the vile taint of her foes, gaining a +%1 sacred bonus on all saving throws.|1+InquisitorLvl/5 SOURCEPAGE:p.39
+CATEGORY=Special Ability|JudgmentS ~ Purity.MOD DESC:The bonus is doubled against curses, diseases, and poisons.|PREVARGTEQ:InquisitorLvl,10
# Profane judgments
-Judgment / Destruction KEY:JudgmentP ~ Destruction CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:The inquisitor is filled with divine wrath, gaining a +%1 profane bonus on all weapon damage rolls.|1+InquisitorLvl/3 SOURCEPAGE:p.39
-Judgment / Justice KEY:JudgmentP ~ Justice CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:This judgment spurs the inquisitor to seek justice, granting a +%1 profane bonus on all attack rolls.|1+InquisitorLvl/5 SOURCEPAGE:p.39
-CATEGORY=Special Ability|JudgmentP ~ Justice.MOD DESC:This bonus is doubled on all attack rolls made to confirm critical hits.|PREVARGTEQ:InquisitorLvl,10
-Judgment / Piercing KEY:JudgmentP ~ Piercing CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +%1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.|1+InquisitorLvl/3 SOURCEPAGE:p.39
-Judgment / Protection KEY:JudgmentP ~ Protection CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:The inquisitor is surrounded by a protective aura, granting a +%1 profane bonus to Armor Class.|1+InquisitorLvl/5 SOURCEPAGE:p.39
-CATEGORY=Special Ability|JudgmentP ~ Protection.MOD DESC:This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.|PREVARGTEQ:InquisitorLvl,10
-Judgment / Purity KEY:JudgmentP ~ Purity CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:The inquisitor is protected from the exalted taint of her foes, gaining a +%1 profane bonus on all saving throws.|1+InquisitorLvl/5 SOURCEPAGE:p.39
-CATEGORY=Special Ability|JudgmentP ~ Purity.MOD DESC:The bonus is doubled against curses, diseases, and poisons.|PREVARGTEQ:InquisitorLvl,10
+Judgment / Destruction KEY:JudgmentP ~ Destruction CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:The inquisitor is filled with divine wrath, gaining a +%1 profane bonus on all weapon damage rolls.|1+InquisitorLvl/3 SOURCEPAGE:p.39
+Judgment / Justice KEY:JudgmentP ~ Justice CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:This judgment spurs the inquisitor to seek justice, granting a +%1 profane bonus on all attack rolls.|1+InquisitorLvl/5 SOURCEPAGE:p.39
+CATEGORY=Special Ability|JudgmentP ~ Justice.MOD DESC:This bonus is doubled on all attack rolls made to confirm critical hits.|PREVARGTEQ:InquisitorLvl,10
+Judgment / Piercing KEY:JudgmentP ~ Piercing CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +%1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.|1+InquisitorLvl/3 SOURCEPAGE:p.39
+Judgment / Protection KEY:JudgmentP ~ Protection CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:The inquisitor is surrounded by a protective aura, granting a +%1 profane bonus to Armor Class.|1+InquisitorLvl/5 SOURCEPAGE:p.39
+CATEGORY=Special Ability|JudgmentP ~ Protection.MOD DESC:This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.|PREVARGTEQ:InquisitorLvl,10
+Judgment / Purity KEY:JudgmentP ~ Purity CATEGORY:Special Ability TYPE:InquisitorJudgmentProfane.SpecialAttack DESC:The inquisitor is protected from the exalted taint of her foes, gaining a +%1 profane bonus on all saving throws.|1+InquisitorLvl/5 SOURCEPAGE:p.39
+CATEGORY=Special Ability|JudgmentP ~ Purity.MOD DESC:The bonus is doubled against curses, diseases, and poisons.|PREVARGTEQ:InquisitorLvl,10
# Monster Lore conditional skills
-InqML Arcana KEY:Monster Lore ~ Arcana CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Arcana)=1 BONUS:SKILL|Knowledge (Arcana/ID monster)|MonsterLoreBonus
-InqML Dungeoneering KEY:Monster Lore ~ Dungeoneering CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Dungeoneering)=1 BONUS:SKILL|Knowledge (Dungeoneering/ID monster)|MonsterLoreBonus
-InqML Local KEY:Monster Lore ~ Local CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Local)=1 BONUS:SKILL|Knowledge (Local/ID monster)|MonsterLoreBonus
-InqML Nature KEY:Monster Lore ~ Nature CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Nature)=1 BONUS:SKILL|Knowledge (Nature/ID monster)|MonsterLoreBonus
-InqML Planes KEY:Monster Lore ~ Planes CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Planes)=1 BONUS:SKILL|Knowledge (Planes/ID monster)|MonsterLoreBonus
-InqML Religion KEY:Monster Lore ~ Religion CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Religion)=1 BONUS:SKILL|Knowledge (Religion/ID monster)|MonsterLoreBonus
+InqML Arcana KEY:Monster Lore ~ Arcana CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Arcana)=1 BONUS:SKILL|Knowledge (Arcana/ID monster)|MonsterLoreBonus
+InqML Dungeoneering KEY:Monster Lore ~ Dungeoneering CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Dungeoneering)=1 BONUS:SKILL|Knowledge (Dungeoneering/ID monster)|MonsterLoreBonus
+InqML Local KEY:Monster Lore ~ Local CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Local)=1 BONUS:SKILL|Knowledge (Local/ID monster)|MonsterLoreBonus
+InqML Nature KEY:Monster Lore ~ Nature CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Nature)=1 BONUS:SKILL|Knowledge (Nature/ID monster)|MonsterLoreBonus
+InqML Planes KEY:Monster Lore ~ Planes CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Planes)=1 BONUS:SKILL|Knowledge (Planes/ID monster)|MonsterLoreBonus
+InqML Religion KEY:Monster Lore ~ Religion CATEGORY:Special Ability TYPE:InquisitorMonsterLore.SpecialQuality VISIBLE:NO PRESKILL:1,Knowledge (Religion)=1 BONUS:SKILL|Knowledge (Religion/ID monster)|MonsterLoreBonus
# Domains
-Air KEY:Air ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainAirLVL|0 DEFINE:DomainAirDC|0 DEFINE:DomainAirTimes|0 ABILITY:Special Ability|AUTOMATIC|Lightning Arc ~ Air Domain ABILITY:Special Ability|AUTOMATIC|Electricity Resistance ~ Air Domain|PREVARGTEQ:DomainAirLVL,6 BONUS:VAR|DomainAirLVL|DomainLVL BONUS:VAR|DomainAirDC|10+(DomainAirLVL/2)+CHA BONUS:VAR|DomainAirTimes|DomainPowerTimes SOURCEPAGE:p.41
-Animal KEY:Animal ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainAnimalLVL|0 DEFINE:DomainAnimalDC|0 DEFINE:DomainAnimalTimes|0 ABILITY:Special Ability|AUTOMATIC|Speak with Animals ~ Animal Domain ABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Animal Domain|PREVARGTEQ:DomainAnimalLVL,4 BONUS:VAR|DomainAnimalLVL|DomainLVL BONUS:VAR|DomainAnimalDC|10+(DomainAnimalLVL/2)+CHA BONUS:VAR|DomainAnimalTimes|DomainPowerTimes CSKILL:Knowledge (Nature) SOURCEPAGE:p.41
-Artifice KEY:Artifice ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainArtificeLVL|0 DEFINE:DomainArtificeDC|0 DEFINE:DomainArtificeTimes|0 ABILITY:Special Ability|AUTOMATIC|Artificer's Touch ~ Artifice Domain ABILITY:Special Ability|AUTOMATIC|Dancing Weapons ~ Artifice Domain|PREVARGTEQ:DomainArtificeLVL,8 BONUS:VAR|DomainArtificeLVL|DomainLVL BONUS:VAR|DomainArtificeDC|10+(DomainArtificeLVL/2)+CHA BONUS:VAR|DomainArtificeTimes|DomainPowerTimes SOURCEPAGE:p.41
-Chaos KEY:Chaos ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,CG,CN,CE DEFINE:DomainChaosLVL|0 DEFINE:DomainChaosDC|0 DEFINE:DomainChaosTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Chaos ~ Chaos Domain ABILITY:Special Ability|AUTOMATIC|Chaos Blade ~ Chaos Domain|PREVARGTEQ:DomainChaosLVL,8 BONUS:VAR|DomainChaosLVL|DomainLVL BONUS:VAR|DomainChaosDC|10+(DomainChaosLVL/2)+CHA BONUS:VAR|DomainChaosTimes|DomainPowerTimes SOURCEPAGE:p.42
-Charm KEY:Charm ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainCharmLVL|0 DEFINE:DomainCharmDC|0 DEFINE:DomainCharmTimes|0 ABILITY:Special Ability|AUTOMATIC|Dazing Touch ~ Charm Domain ABILITY:Special Ability|AUTOMATIC|Charming Smile ~ Charm Domain|PREVARGTEQ:DomainCharmLVL,8 BONUS:VAR|DomainCharmLVL|DomainLVL BONUS:VAR|DomainCharmDC|10+(DomainCharmLVL/2)+CHA BONUS:VAR|DomainCharmTimes|DomainPowerTimes SOURCEPAGE:p.42
-Community KEY:Community ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainCommunityLVL|0 DEFINE:DomainCommunityDC|0 DEFINE:DomainCommunityTimes|0 ABILITY:Special Ability|AUTOMATIC|Calming Touch ~ Community Domain ABILITY:Special Ability|AUTOMATIC|Unity ~ Community Domain|PREVARGTEQ:DomainCommunityLVL,8 BONUS:VAR|DomainCommunityLVL|DomainLVL BONUS:VAR|DomainCommunityDC|10+(DomainCommunityLVL/2)+CHA BONUS:VAR|DomainCommunityTimes|DomainPowerTimes SOURCEPAGE:p.42
-Darkness KEY:Darkness ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainDarknessLVL|0 DEFINE:DomainDarknessDC|0 DEFINE:DomainDarknessTimes|0 ABILITY:FEAT|AUTOMATIC|Blind-Fight ABILITY:Special Ability|AUTOMATIC|Touch of Darkness ~ Darkness Domain ABILITY:Special Ability|AUTOMATIC|Eyes of Darkness ~ Darkness Domain|PREVARGTEQ:DomainDarknessLVL,8 BONUS:VAR|DomainDarknessLVL|DomainLVL BONUS:VAR|DomainDarknessDC|10+(DomainDarknessLVL/2)+CHA BONUS:VAR|DomainDarknessTimes|DomainPowerTimes SOURCEPAGE:p.42
-Death KEY:Death ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainDeathLVL|0 DEFINE:DomainDeathDC|0 DEFINE:DomainDeathTimes|0 ABILITY:Special Ability|AUTOMATIC|Bleeding Touch ~ Death Domain ABILITY:Special Ability|AUTOMATIC|Death's Embrace ~ Death Domain|PREVARGTEQ:DomainDeathLVL,8 BONUS:VAR|DomainDeathLVL|DomainLVL BONUS:VAR|DomainDeathDC|10+(DomainDeathLVL/2)+CHA BONUS:VAR|DomainDeathTimes|DomainPowerTimes SOURCEPAGE:p.42
-Destruction KEY:Destruction ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainDestructionLVL|0 DEFINE:DomainDestructionDC|0 DEFINE:DomainDestructionTimes|0 ABILITY:Special Ability|AUTOMATIC|Destructive Smite ~ Destruction Domain ABILITY:Special Ability|AUTOMATIC|Destructive Aura ~ Destruction Domain|PREVARGTEQ:DomainDestructionLVL,8 BONUS:VAR|DomainDestructionLVL|DomainLVL BONUS:VAR|DomainDestructionDC|10+(DomainDestructionLVL/2)+CHA BONUS:VAR|DomainDestructionTimes|DomainPowerTimes SOURCEPAGE:p.43
-Earth KEY:Earth ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainEarthLVL|0 DEFINE:DomainEarthDC|0 DEFINE:DomainEarthTimes|0 ABILITY:Special Ability|AUTOMATIC|Acid Dart ~ Earth Domain ABILITY:Special Ability|AUTOMATIC|Acid Resistance ~ Earth Domain|PREVARGTEQ:DomainEarthLVL,6 BONUS:VAR|DomainEarthLVL|DomainLVL BONUS:VAR|DomainEarthDC|10+(DomainEarthLVL/2)+CHA BONUS:VAR|DomainEarthTimes|DomainPowerTimes SOURCEPAGE:p.43
-Evil KEY:Evil ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,LE,NE,CE DEFINE:DomainEvilLVL|0 DEFINE:DomainEvilDC|0 DEFINE:DomainEvilTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Evil ~ Evil Domain ABILITY:Special Ability|AUTOMATIC|Scythe of Evil ~ Evil Domain|PREVARGTEQ:DomainEvilLVL,8 BONUS:VAR|DomainEvilLVL|DomainLVL BONUS:VAR|DomainEvilDC|10+(DomainEvilLVL/2)+CHA BONUS:VAR|DomainEvilTimes|DomainPowerTimes SOURCEPAGE:p.43
-Feather KEY:Feather ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:AnimalDomain|0 DEFINE:DomainAnimalLVL|0 DEFINE:DomainAnimalDC|0 DEFINE:DomainAnimalTimes|0 DESC:Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). ABILITY:Special Ability|AUTOMATIC|Eyes of the Hawk ~ Feather Subdomain ABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Animal Domain|PREVARGTEQ:DomainAnimalLVL,4 BONUS:VAR|AnimalDomain|1 BONUS:VAR|DomainAnimalLVL|DomainLVL BONUS:VAR|DomainAnimalDC|10+(DomainAnimalLVL/2)+CHA BONUS:VAR|DomainAnimalTimes|DomainPowerTimes CSKILL:Knowledge (Nature)|Fly SOURCEPAGE:p.90
-Fire KEY:Fire ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainFireLVL|0 DEFINE:DomainFireDC|0 DEFINE:DomainFireTimes|0 ABILITY:Special Ability|AUTOMATIC|Fire Bolt ~ Fire Domain ABILITY:Special Ability|AUTOMATIC|Fire Resistance ~ Fire Domain|PREVARGTEQ:DomainFireLVL,6 BONUS:VAR|DomainFireLVL|DomainLVL BONUS:VAR|DomainFireDC|10+(DomainFireLVL/2)+CHA BONUS:VAR|DomainFireTimes|DomainPowerTimes SOURCEPAGE:p.44
-Glory KEY:Glory ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainGloryLVL|0 DEFINE:DomainGloryDC|0 DEFINE:DomainGloryTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Glory ~ Glory Domain ABILITY:Special Ability|AUTOMATIC|Divine Presence ~ Glory Domain|PREVARGTEQ:DomainGloryLVL,8 BONUS:VAR|DomainGloryLVL|DomainLVL BONUS:VAR|ChannelPositiveEnergyDC|2 BONUS:VAR|DomainGloryDC|10+(DomainGloryLVL/2)+CHA BONUS:VAR|DomainGloryTimes|DomainPowerTimes SOURCEPAGE:p.44
-Good KEY:Good ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,LG,NG,CG DEFINE:DomainGoodLVL|0 DEFINE:DomainGoodDC|0 DEFINE:DomainGoodTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Good ~ Good Domain ABILITY:Special Ability|AUTOMATIC|Holy Lance ~ Good Domain|PREVARGTEQ:DomainGoodLVL,8 BONUS:VAR|DomainGoodLVL|DomainLVL BONUS:VAR|DomainGoodDC|10+(DomainGoodLVL/2)+CHA BONUS:VAR|DomainGoodTimes|DomainPowerTimes SOURCEPAGE:p.44
-Healing KEY:Healing ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainHealingLVL|0 DEFINE:DomainHealingDC|0 DEFINE:DomainHealingTimes|0 ABILITY:Special Ability|AUTOMATIC|Rebuke Death ~ Healing Domain ABILITY:Special Ability|AUTOMATIC|Healer's Blessing ~ Healing Domain|PREVARGTEQ:DomainHealingLVL,6 BONUS:VAR|DomainHealingLVL|DomainLVL BONUS:VAR|DomainHealingDC|10+(DomainHealingLVL/2)+CHA BONUS:VAR|DomainHealingTimes|DomainPowerTimes SOURCEPAGE:p.44
-Knowledge KEY:Knowledge ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainKnowledgeLVL|0 DEFINE:DomainKnowledgeDC|0 DEFINE:DomainKnowledgeTimes|0 ABILITY:Special Ability|AUTOMATIC|Lore Keeper ~ Knowledge Domain ABILITY:Special Ability|AUTOMATIC|Remote Viewing ~ Knowledge Domain|PREVARGTEQ:DomainKnowledgeLVL,8 BONUS:VAR|DomainKnowledgeLVL|DomainLVL BONUS:VAR|DomainKnowledgeDC|10+(DomainKnowledgeLVL/2)+CHA BONUS:VAR|DomainKnowledgeTimes|DomainPowerTimes CSKILL:TYPE.Knowledge SOURCEPAGE:p.45
-Law KEY:Law ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,LG,LN,LE DEFINE:DomainLawLVL|0 DEFINE:DomainLawDC|0 DEFINE:DomainLawTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Law ~ Law Domain ABILITY:Special Ability|AUTOMATIC|Staff of Order ~ Law Domain|PREVARGTEQ:DomainLawLVL,8 BONUS:VAR|DomainLawLVL|DomainLVL BONUS:VAR|DomainLawDC|10+(DomainLawLVL/2)+CHA BONUS:VAR|DomainLawTimes|DomainPowerTimes SOURCEPAGE:p.45
-Liberation KEY:Liberation ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainLiberationLVL|0 DEFINE:DomainLiberationDC|0 DEFINE:DomainLiberationTimes|0 ABILITY:Special Ability|AUTOMATIC|Liberation ~ Liberation Domain ABILITY:Special Ability|AUTOMATIC|Freedom's Call ~ Liberation Domain|PREVARGTEQ:DomainLiberationLVL,8 BONUS:VAR|DomainLiberationLVL|DomainLVL BONUS:VAR|DomainLiberationDC|10+(DomainLiberationLVL/2)+CHA BONUS:VAR|DomainLiberationTimes|DomainPowerTimes SOURCEPAGE:p.45
-Luck KEY:Luck ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainLuckLVL|0 DEFINE:DomainLuckDC|0 DEFINE:DomainLuckTimes|0 ABILITY:Special Ability|AUTOMATIC|Bit of Luck ~ Luck Domain ABILITY:Special Ability|AUTOMATIC|Good Fortune ~ Luck Domain|PREVARGTEQ:DomainLuckLVL,6 BONUS:VAR|DomainLuckLVL|DomainLVL BONUS:VAR|DomainLuckDC|10+(DomainLuckLVL/2)+CHA BONUS:VAR|DomainLuckTimes|DomainPowerTimes SOURCEPAGE:p.45
-Madness KEY:Madness ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainMadnessLVL|0 DEFINE:DomainMadnessDC|0 DEFINE:DomainMadnessTimes|0 ABILITY:Special Ability|AUTOMATIC|Vision of Madness ~ Madness Domain ABILITY:Special Ability|AUTOMATIC|Aura of Madness ~ Madness Domain|PREVARGTEQ:DomainMadnessLVL,8 BONUS:VAR|DomainMadnessLVL|DomainLVL BONUS:VAR|DomainMadnessDC|10+(DomainMadnessLVL/2)+CHA BONUS:VAR|DomainMadnessTimes|DomainPowerTimes SOURCEPAGE:p.45
-Magic KEY:Magic ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainMagicLVL|0 DEFINE:DomainMagicDC|0 DEFINE:DomainMagicTimes|0 ABILITY:Special Ability|AUTOMATIC|Hand of the Acolyte ~ Magic Domain ABILITY:Special Ability|AUTOMATIC|Dispelling Touch ~ Magic Domain|PREVARGTEQ:DomainMagicLVL,8 BONUS:VAR|DomainMagicLVL|DomainLVL BONUS:VAR|DomainMagicDC|10+(DomainMagicLVL/2)+CHA BONUS:VAR|DomainMagicTimes|DomainPowerTimes SOURCEPAGE:p.46
-Nobility KEY:Nobility ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainNobilityLVL|0 DEFINE:DomainNobilityDC|0 DEFINE:DomainNobilityTimes|0 ABILITY:Special Ability|AUTOMATIC|Inspiring Word ~ Nobility Domain ABILITY:Special Ability|AUTOMATIC|Leadership ~ Nobility Domain|PREVARGTEQ:DomainNobilityLVL,8 BONUS:VAR|DomainNobilityLVL|DomainLVL BONUS:VAR|DomainNobilityDC|10+(DomainNobilityLVL/2)+CHA BONUS:VAR|DomainNobilityTimes|DomainPowerTimes SOURCEPAGE:p.46
-Plant KEY:Plant ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainPlantLVL|0 DEFINE:DomainPlantDC|0 DEFINE:DomainPlantTimes|0 ABILITY:Special Ability|AUTOMATIC|Wooden Fist ~ Plant Domain ABILITY:Special Ability|AUTOMATIC|Bramble Armor ~ Plant Domain|PREVARGTEQ:DomainPlantLVL,6 BONUS:VAR|DomainPlantLVL|DomainLVL BONUS:VAR|DomainPlantDC|10+(DomainPlantLVL/2)+CHA BONUS:VAR|DomainPlantTimes|DomainPowerTimes SOURCEPAGE:p.46
-Protection KEY:Protection ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainProtectionSaveBonus|0 DEFINE:DomainProtectionLVL|0 DEFINE:DomainProtectionDC|0 DEFINE:DomainProtectionTimes|0 ABILITY:Special Ability|AUTOMATIC|Resistant Touch ~ Protection Domain ABILITY:Special Ability|AUTOMATIC|Aura of Protection ~ Protection Domain|PREVARGTEQ:DomainProtectionLVL,8 BONUS:CHECKS|ALL|DomainProtectionSaveBonus|TYPE=Resistance BONUS:VAR|DomainProtectionSaveBonus|(DomainProtectionLVL/5)+1 BONUS:VAR|DomainProtectionLVL|DomainLVL BONUS:VAR|DomainProtectionDC|10+(DomainProtectionLVL/2)+CHA BONUS:VAR|DomainProtectionTimes|DomainPowerTimes SOURCEPAGE:p.46
-Repose KEY:Repose ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainReposeLVL|0 DEFINE:DomainReposeDC|0 DEFINE:DomainReposeTimes|0 ABILITY:Special Ability|AUTOMATIC|Gentle Rest ~ Repose Domain ABILITY:Special Ability|AUTOMATIC|Ward Against Death ~ Repose Domain|PREVARGTEQ:DomainReposeLVL,8 BONUS:VAR|DomainReposeLVL|DomainLVL BONUS:VAR|DomainReposeDC|10+(DomainReposeLVL/2)+CHA BONUS:VAR|DomainReposeTimes|DomainPowerTimes SOURCEPAGE:p.46
-Rune KEY:Rune ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainRuneLVL|0 DEFINE:DomainRuneDC|0 DEFINE:DomainRuneTimes|0 ABILITY:FEAT|AUTOMATIC|Scribe Scroll ABILITY:Special Ability|AUTOMATIC|Blast Rune ~ Rune Domain ABILITY:Special Ability|AUTOMATIC|Spell Rune ~ Rune Domain|PREVARGTEQ:DomainRuneLVL,8 BONUS:VAR|DomainRuneLVL|DomainLVL BONUS:VAR|DomainRuneDC|10+(DomainRuneLVL/2)+CHA BONUS:VAR|DomainRuneTimes|DomainPowerTimes SOURCEPAGE:p.47
-Souls KEY:Souls ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainSoulsLVL|0 DEFINE:DomainSoulsDC|0 DEFINE:DomainSoulsTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch the Spirit World ~ Souls Subdomain ABILITY:Special Ability|AUTOMATIC|Ward Against Death ~ Repose Domain|PREVARGTEQ:DomainReposeLVL,8 BONUS:VAR|DomainSoulsLVL|DomainLVL BONUS:VAR|DomainSoulsDC|10+(DomainSoulsLVL/2)+CHA BONUS:VAR|DomainSoulsTimes|DomainPowerTimes SOURCEPAGE:p.46
-Strength KEY:Strength ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainStrengthLVL|0 DEFINE:DomainStrengthDC|0 DEFINE:DomainStrengthTimes|0 ABILITY:Special Ability|AUTOMATIC|Strength Surge ~ Strength Domain ABILITY:Special Ability|AUTOMATIC|Might of the Gods ~ Strength Domain|PREVARGTEQ:DomainStrengthLVL,8 BONUS:VAR|DomainStrengthLVL|DomainLVL BONUS:VAR|DomainStrengthDC|10+(DomainStrengthLVL/2)+CHA BONUS:VAR|DomainStrengthTimes|DomainPowerTimes SOURCEPAGE:p.47
-Sun KEY:Sun ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainSunLVL|0 DEFINE:DomainSunDC|0 DEFINE:DomainSunTimes|0 ABILITY:Special Ability|AUTOMATIC|Sun's Blessing ~ Sun Domain ABILITY:Special Ability|AUTOMATIC|Nimbus of Light ~ Sun Domain|PREVARGTEQ:DomainSunLVL,8 BONUS:VAR|DomainSunLVL|DomainLVL BONUS:VAR|DomainSunDC|10+(DomainSunLVL/2)+CHA BONUS:VAR|DomainSunTimes|DomainPowerTimes SOURCEPAGE:p.47
-Travel KEY:Travel ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainTravelLVL|0 DEFINE:DomainTravelDC|0 DEFINE:DomainTravelTimes|0 ABILITY:Special Ability|AUTOMATIC|Agile Feet ~ Travel Domain ABILITY:Special Ability|AUTOMATIC|Dimensional Hop ~ Travel Domain|PREVARGTEQ:DomainTravelLVL,8 BONUS:MOVEADD|TYPE=Walk|10 BONUS:VAR|DomainTravelLVL|DomainLVL BONUS:VAR|DomainTravelDC|10+(DomainTravelLVL/2)+CHA BONUS:VAR|DomainTravelTimes|DomainPowerTimes SOURCEPAGE:p.47
-Trickery KEY:Trickery ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainTrickeryLVL|0 DEFINE:DomainTrickeryDC|0 DEFINE:DomainTrickeryTimes|0 ABILITY:Special Ability|AUTOMATIC|Copycat ~ Trickery Domain ABILITY:Special Ability|AUTOMATIC|Master's Illusion ~ Trickery Domain|PREVARGTEQ:DomainTrickeryLVL,8 BONUS:VAR|DomainTrickeryLVL|DomainLVL BONUS:VAR|DomainTrickeryDC|10+(DomainTrickeryLVL/2)+CHA BONUS:VAR|DomainTrickeryTimes|DomainPowerTimes CSKILL:Bluff|Disguise|Stealth SOURCEPAGE:p.48
-War KEY:War ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainWarLVL|0 DEFINE:DomainWarDC|0 DEFINE:DomainWarTimes|0 ABILITY:Special Ability|AUTOMATIC|Battle Rage ~ War Domain ABILITY:Special Ability|AUTOMATIC|Weapon Master ~ War Domain|PREVARGTEQ:DomainWarLVL,8 BONUS:VAR|DomainWarLVL|DomainLVL BONUS:VAR|DomainWarDC|10+(DomainWarLVL/2)+CHA BONUS:VAR|DomainWarTimes|DomainPowerTimes SOURCEPAGE:p.48
-Water KEY:Water ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainWaterLVL|0 DEFINE:DomainWaterDC|0 DEFINE:DomainWaterTimes|0 ABILITY:Special Ability|AUTOMATIC|Icicle ~ Water Domain ABILITY:Special Ability|AUTOMATIC|Cold Resistance ~ Water Domain|PREVARGTEQ:DomainWaterLVL,6 BONUS:VAR|DomainWaterLVL|DomainLVL BONUS:VAR|DomainWaterDC|10+(DomainWaterLVL/2)+CHA BONUS:VAR|DomainWaterTimes|DomainPowerTimes SOURCEPAGE:p.48
-Weather KEY:Weather ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainWeatherLVL|0 DEFINE:DomainWeatherDC|0 DEFINE:DomainWeatherTimes|0 ABILITY:Special Ability|AUTOMATIC|Storm Burst ~ Weather Domain ABILITY:Special Ability|AUTOMATIC|Lightning Lord ~ Weather Domain|PREVARGTEQ:DomainWeatherLVL,8 BONUS:VAR|DomainWeatherLVL|DomainLVL BONUS:VAR|DomainWeatherDC|10+(DomainWeatherLVL/2)+CHA BONUS:VAR|DomainWeatherTimes|DomainPowerTimes SOURCEPAGE:p.48
+Air KEY:Air ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainAirLVL|0 DEFINE:DomainAirDC|0 DEFINE:DomainAirTimes|0 ABILITY:Special Ability|AUTOMATIC|Lightning Arc ~ Air Domain ABILITY:Special Ability|AUTOMATIC|Electricity Resistance ~ Air Domain|PREVARGTEQ:DomainAirLVL,6 BONUS:VAR|DomainAirLVL|DomainLVL BONUS:VAR|DomainAirDC|10+(DomainAirLVL/2)+CHA BONUS:VAR|DomainAirTimes|DomainPowerTimes SOURCEPAGE:p.41
+Animal KEY:Animal ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainAnimalLVL|0 DEFINE:DomainAnimalDC|0 DEFINE:DomainAnimalTimes|0 ABILITY:Special Ability|AUTOMATIC|Speak with Animals ~ Animal Domain ABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Animal Domain|PREVARGTEQ:DomainAnimalLVL,4 BONUS:VAR|DomainAnimalLVL|DomainLVL BONUS:VAR|DomainAnimalDC|10+(DomainAnimalLVL/2)+CHA BONUS:VAR|DomainAnimalTimes|DomainPowerTimes CSKILL:Knowledge (Nature) SOURCEPAGE:p.41
+Artifice KEY:Artifice ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainArtificeLVL|0 DEFINE:DomainArtificeDC|0 DEFINE:DomainArtificeTimes|0 ABILITY:Special Ability|AUTOMATIC|Artificer's Touch ~ Artifice Domain ABILITY:Special Ability|AUTOMATIC|Dancing Weapons ~ Artifice Domain|PREVARGTEQ:DomainArtificeLVL,8 BONUS:VAR|DomainArtificeLVL|DomainLVL BONUS:VAR|DomainArtificeDC|10+(DomainArtificeLVL/2)+CHA BONUS:VAR|DomainArtificeTimes|DomainPowerTimes SOURCEPAGE:p.41
+Chaos KEY:Chaos ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,CG,CN,CE DEFINE:DomainChaosLVL|0 DEFINE:DomainChaosDC|0 DEFINE:DomainChaosTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Chaos ~ Chaos Domain ABILITY:Special Ability|AUTOMATIC|Chaos Blade ~ Chaos Domain|PREVARGTEQ:DomainChaosLVL,8 BONUS:VAR|DomainChaosLVL|DomainLVL BONUS:VAR|DomainChaosDC|10+(DomainChaosLVL/2)+CHA BONUS:VAR|DomainChaosTimes|DomainPowerTimes SOURCEPAGE:p.42
+Charm KEY:Charm ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainCharmLVL|0 DEFINE:DomainCharmDC|0 DEFINE:DomainCharmTimes|0 ABILITY:Special Ability|AUTOMATIC|Dazing Touch ~ Charm Domain ABILITY:Special Ability|AUTOMATIC|Charming Smile ~ Charm Domain|PREVARGTEQ:DomainCharmLVL,8 BONUS:VAR|DomainCharmLVL|DomainLVL BONUS:VAR|DomainCharmDC|10+(DomainCharmLVL/2)+CHA BONUS:VAR|DomainCharmTimes|DomainPowerTimes SOURCEPAGE:p.42
+Community KEY:Community ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainCommunityLVL|0 DEFINE:DomainCommunityDC|0 DEFINE:DomainCommunityTimes|0 ABILITY:Special Ability|AUTOMATIC|Calming Touch ~ Community Domain ABILITY:Special Ability|AUTOMATIC|Unity ~ Community Domain|PREVARGTEQ:DomainCommunityLVL,8 BONUS:VAR|DomainCommunityLVL|DomainLVL BONUS:VAR|DomainCommunityDC|10+(DomainCommunityLVL/2)+CHA BONUS:VAR|DomainCommunityTimes|DomainPowerTimes SOURCEPAGE:p.42
+Darkness KEY:Darkness ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainDarknessLVL|0 DEFINE:DomainDarknessDC|0 DEFINE:DomainDarknessTimes|0 ABILITY:FEAT|AUTOMATIC|Blind-Fight ABILITY:Special Ability|AUTOMATIC|Touch of Darkness ~ Darkness Domain ABILITY:Special Ability|AUTOMATIC|Eyes of Darkness ~ Darkness Domain|PREVARGTEQ:DomainDarknessLVL,8 BONUS:VAR|DomainDarknessLVL|DomainLVL BONUS:VAR|DomainDarknessDC|10+(DomainDarknessLVL/2)+CHA BONUS:VAR|DomainDarknessTimes|DomainPowerTimes SOURCEPAGE:p.42
+Death KEY:Death ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainDeathLVL|0 DEFINE:DomainDeathDC|0 DEFINE:DomainDeathTimes|0 ABILITY:Special Ability|AUTOMATIC|Bleeding Touch ~ Death Domain ABILITY:Special Ability|AUTOMATIC|Death's Embrace ~ Death Domain|PREVARGTEQ:DomainDeathLVL,8 BONUS:VAR|DomainDeathLVL|DomainLVL BONUS:VAR|DomainDeathDC|10+(DomainDeathLVL/2)+CHA BONUS:VAR|DomainDeathTimes|DomainPowerTimes SOURCEPAGE:p.42
+Destruction KEY:Destruction ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainDestructionLVL|0 DEFINE:DomainDestructionDC|0 DEFINE:DomainDestructionTimes|0 ABILITY:Special Ability|AUTOMATIC|Destructive Smite ~ Destruction Domain ABILITY:Special Ability|AUTOMATIC|Destructive Aura ~ Destruction Domain|PREVARGTEQ:DomainDestructionLVL,8 BONUS:VAR|DomainDestructionLVL|DomainLVL BONUS:VAR|DomainDestructionDC|10+(DomainDestructionLVL/2)+CHA BONUS:VAR|DomainDestructionTimes|DomainPowerTimes SOURCEPAGE:p.43
+Earth KEY:Earth ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainEarthLVL|0 DEFINE:DomainEarthDC|0 DEFINE:DomainEarthTimes|0 ABILITY:Special Ability|AUTOMATIC|Acid Dart ~ Earth Domain ABILITY:Special Ability|AUTOMATIC|Acid Resistance ~ Earth Domain|PREVARGTEQ:DomainEarthLVL,6 BONUS:VAR|DomainEarthLVL|DomainLVL BONUS:VAR|DomainEarthDC|10+(DomainEarthLVL/2)+CHA BONUS:VAR|DomainEarthTimes|DomainPowerTimes SOURCEPAGE:p.43
+Evil KEY:Evil ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,LE,NE,CE DEFINE:DomainEvilLVL|0 DEFINE:DomainEvilDC|0 DEFINE:DomainEvilTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Evil ~ Evil Domain ABILITY:Special Ability|AUTOMATIC|Scythe of Evil ~ Evil Domain|PREVARGTEQ:DomainEvilLVL,8 BONUS:VAR|DomainEvilLVL|DomainLVL BONUS:VAR|DomainEvilDC|10+(DomainEvilLVL/2)+CHA BONUS:VAR|DomainEvilTimes|DomainPowerTimes SOURCEPAGE:p.43
+Feather KEY:Feather ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:AnimalDomain|0 DEFINE:DomainAnimalLVL|0 DEFINE:DomainAnimalDC|0 DEFINE:DomainAnimalTimes|0 DESC:Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). ABILITY:Special Ability|AUTOMATIC|Eyes of the Hawk ~ Feather Subdomain ABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Animal Domain|PREVARGTEQ:DomainAnimalLVL,4 BONUS:VAR|AnimalDomain|1 BONUS:VAR|DomainAnimalLVL|DomainLVL BONUS:VAR|DomainAnimalDC|10+(DomainAnimalLVL/2)+CHA BONUS:VAR|DomainAnimalTimes|DomainPowerTimes CSKILL:Knowledge (Nature)|Fly SOURCEPAGE:p.90
+Fire KEY:Fire ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainFireLVL|0 DEFINE:DomainFireDC|0 DEFINE:DomainFireTimes|0 ABILITY:Special Ability|AUTOMATIC|Fire Bolt ~ Fire Domain ABILITY:Special Ability|AUTOMATIC|Fire Resistance ~ Fire Domain|PREVARGTEQ:DomainFireLVL,6 BONUS:VAR|DomainFireLVL|DomainLVL BONUS:VAR|DomainFireDC|10+(DomainFireLVL/2)+CHA BONUS:VAR|DomainFireTimes|DomainPowerTimes SOURCEPAGE:p.44
+Glory KEY:Glory ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainGloryLVL|0 DEFINE:DomainGloryDC|0 DEFINE:DomainGloryTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Glory ~ Glory Domain ABILITY:Special Ability|AUTOMATIC|Divine Presence ~ Glory Domain|PREVARGTEQ:DomainGloryLVL,8 BONUS:VAR|DomainGloryLVL|DomainLVL BONUS:VAR|ChannelPositiveEnergyDC|2 BONUS:VAR|DomainGloryDC|10+(DomainGloryLVL/2)+CHA BONUS:VAR|DomainGloryTimes|DomainPowerTimes SOURCEPAGE:p.44
+Good KEY:Good ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,LG,NG,CG DEFINE:DomainGoodLVL|0 DEFINE:DomainGoodDC|0 DEFINE:DomainGoodTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Good ~ Good Domain ABILITY:Special Ability|AUTOMATIC|Holy Lance ~ Good Domain|PREVARGTEQ:DomainGoodLVL,8 BONUS:VAR|DomainGoodLVL|DomainLVL BONUS:VAR|DomainGoodDC|10+(DomainGoodLVL/2)+CHA BONUS:VAR|DomainGoodTimes|DomainPowerTimes SOURCEPAGE:p.44
+Healing KEY:Healing ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainHealingLVL|0 DEFINE:DomainHealingDC|0 DEFINE:DomainHealingTimes|0 ABILITY:Special Ability|AUTOMATIC|Rebuke Death ~ Healing Domain ABILITY:Special Ability|AUTOMATIC|Healer's Blessing ~ Healing Domain|PREVARGTEQ:DomainHealingLVL,6 BONUS:VAR|DomainHealingLVL|DomainLVL BONUS:VAR|DomainHealingDC|10+(DomainHealingLVL/2)+CHA BONUS:VAR|DomainHealingTimes|DomainPowerTimes SOURCEPAGE:p.44
+Knowledge KEY:Knowledge ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainKnowledgeLVL|0 DEFINE:DomainKnowledgeDC|0 DEFINE:DomainKnowledgeTimes|0 ABILITY:Special Ability|AUTOMATIC|Lore Keeper ~ Knowledge Domain ABILITY:Special Ability|AUTOMATIC|Remote Viewing ~ Knowledge Domain|PREVARGTEQ:DomainKnowledgeLVL,8 BONUS:VAR|DomainKnowledgeLVL|DomainLVL BONUS:VAR|DomainKnowledgeDC|10+(DomainKnowledgeLVL/2)+CHA BONUS:VAR|DomainKnowledgeTimes|DomainPowerTimes CSKILL:TYPE.Knowledge SOURCEPAGE:p.45
+Law KEY:Law ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain PREALIGN:1,LG,LN,LE DEFINE:DomainLawLVL|0 DEFINE:DomainLawDC|0 DEFINE:DomainLawTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch of Law ~ Law Domain ABILITY:Special Ability|AUTOMATIC|Staff of Order ~ Law Domain|PREVARGTEQ:DomainLawLVL,8 BONUS:VAR|DomainLawLVL|DomainLVL BONUS:VAR|DomainLawDC|10+(DomainLawLVL/2)+CHA BONUS:VAR|DomainLawTimes|DomainPowerTimes SOURCEPAGE:p.45
+Liberation KEY:Liberation ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainLiberationLVL|0 DEFINE:DomainLiberationDC|0 DEFINE:DomainLiberationTimes|0 ABILITY:Special Ability|AUTOMATIC|Liberation ~ Liberation Domain ABILITY:Special Ability|AUTOMATIC|Freedom's Call ~ Liberation Domain|PREVARGTEQ:DomainLiberationLVL,8 BONUS:VAR|DomainLiberationLVL|DomainLVL BONUS:VAR|DomainLiberationDC|10+(DomainLiberationLVL/2)+CHA BONUS:VAR|DomainLiberationTimes|DomainPowerTimes SOURCEPAGE:p.45
+Luck KEY:Luck ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainLuckLVL|0 DEFINE:DomainLuckDC|0 DEFINE:DomainLuckTimes|0 ABILITY:Special Ability|AUTOMATIC|Bit of Luck ~ Luck Domain ABILITY:Special Ability|AUTOMATIC|Good Fortune ~ Luck Domain|PREVARGTEQ:DomainLuckLVL,6 BONUS:VAR|DomainLuckLVL|DomainLVL BONUS:VAR|DomainLuckDC|10+(DomainLuckLVL/2)+CHA BONUS:VAR|DomainLuckTimes|DomainPowerTimes SOURCEPAGE:p.45
+Madness KEY:Madness ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainMadnessLVL|0 DEFINE:DomainMadnessDC|0 DEFINE:DomainMadnessTimes|0 ABILITY:Special Ability|AUTOMATIC|Vision of Madness ~ Madness Domain ABILITY:Special Ability|AUTOMATIC|Aura of Madness ~ Madness Domain|PREVARGTEQ:DomainMadnessLVL,8 BONUS:VAR|DomainMadnessLVL|DomainLVL BONUS:VAR|DomainMadnessDC|10+(DomainMadnessLVL/2)+CHA BONUS:VAR|DomainMadnessTimes|DomainPowerTimes SOURCEPAGE:p.45
+Magic KEY:Magic ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainMagicLVL|0 DEFINE:DomainMagicDC|0 DEFINE:DomainMagicTimes|0 ABILITY:Special Ability|AUTOMATIC|Hand of the Acolyte ~ Magic Domain ABILITY:Special Ability|AUTOMATIC|Dispelling Touch ~ Magic Domain|PREVARGTEQ:DomainMagicLVL,8 BONUS:VAR|DomainMagicLVL|DomainLVL BONUS:VAR|DomainMagicDC|10+(DomainMagicLVL/2)+CHA BONUS:VAR|DomainMagicTimes|DomainPowerTimes SOURCEPAGE:p.46
+Nobility KEY:Nobility ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainNobilityLVL|0 DEFINE:DomainNobilityDC|0 DEFINE:DomainNobilityTimes|0 ABILITY:Special Ability|AUTOMATIC|Inspiring Word ~ Nobility Domain ABILITY:Special Ability|AUTOMATIC|Leadership ~ Nobility Domain|PREVARGTEQ:DomainNobilityLVL,8 BONUS:VAR|DomainNobilityLVL|DomainLVL BONUS:VAR|DomainNobilityDC|10+(DomainNobilityLVL/2)+CHA BONUS:VAR|DomainNobilityTimes|DomainPowerTimes SOURCEPAGE:p.46
+Plant KEY:Plant ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainPlantLVL|0 DEFINE:DomainPlantDC|0 DEFINE:DomainPlantTimes|0 ABILITY:Special Ability|AUTOMATIC|Wooden Fist ~ Plant Domain ABILITY:Special Ability|AUTOMATIC|Bramble Armor ~ Plant Domain|PREVARGTEQ:DomainPlantLVL,6 BONUS:VAR|DomainPlantLVL|DomainLVL BONUS:VAR|DomainPlantDC|10+(DomainPlantLVL/2)+CHA BONUS:VAR|DomainPlantTimes|DomainPowerTimes SOURCEPAGE:p.46
+Protection KEY:Protection ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainProtectionSaveBonus|0 DEFINE:DomainProtectionLVL|0 DEFINE:DomainProtectionDC|0 DEFINE:DomainProtectionTimes|0 ABILITY:Special Ability|AUTOMATIC|Resistant Touch ~ Protection Domain ABILITY:Special Ability|AUTOMATIC|Aura of Protection ~ Protection Domain|PREVARGTEQ:DomainProtectionLVL,8 BONUS:CHECKS|ALL|DomainProtectionSaveBonus|TYPE=Resistance BONUS:VAR|DomainProtectionSaveBonus|(DomainProtectionLVL/5)+1 BONUS:VAR|DomainProtectionLVL|DomainLVL BONUS:VAR|DomainProtectionDC|10+(DomainProtectionLVL/2)+CHA BONUS:VAR|DomainProtectionTimes|DomainPowerTimes SOURCEPAGE:p.46
+Repose KEY:Repose ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainReposeLVL|0 DEFINE:DomainReposeDC|0 DEFINE:DomainReposeTimes|0 ABILITY:Special Ability|AUTOMATIC|Gentle Rest ~ Repose Domain ABILITY:Special Ability|AUTOMATIC|Ward Against Death ~ Repose Domain|PREVARGTEQ:DomainReposeLVL,8 BONUS:VAR|DomainReposeLVL|DomainLVL BONUS:VAR|DomainReposeDC|10+(DomainReposeLVL/2)+CHA BONUS:VAR|DomainReposeTimes|DomainPowerTimes SOURCEPAGE:p.46
+Rune KEY:Rune ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainRuneLVL|0 DEFINE:DomainRuneDC|0 DEFINE:DomainRuneTimes|0 ABILITY:FEAT|AUTOMATIC|Scribe Scroll ABILITY:Special Ability|AUTOMATIC|Blast Rune ~ Rune Domain ABILITY:Special Ability|AUTOMATIC|Spell Rune ~ Rune Domain|PREVARGTEQ:DomainRuneLVL,8 BONUS:VAR|DomainRuneLVL|DomainLVL BONUS:VAR|DomainRuneDC|10+(DomainRuneLVL/2)+CHA BONUS:VAR|DomainRuneTimes|DomainPowerTimes SOURCEPAGE:p.47
+Souls KEY:Souls ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainSoulsLVL|0 DEFINE:DomainSoulsDC|0 DEFINE:DomainSoulsTimes|0 ABILITY:Special Ability|AUTOMATIC|Touch the Spirit World ~ Souls Subdomain ABILITY:Special Ability|AUTOMATIC|Ward Against Death ~ Repose Domain|PREVARGTEQ:DomainReposeLVL,8 BONUS:VAR|DomainSoulsLVL|DomainLVL BONUS:VAR|DomainSoulsDC|10+(DomainSoulsLVL/2)+CHA BONUS:VAR|DomainSoulsTimes|DomainPowerTimes SOURCEPAGE:p.46
+Strength KEY:Strength ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainStrengthLVL|0 DEFINE:DomainStrengthDC|0 DEFINE:DomainStrengthTimes|0 ABILITY:Special Ability|AUTOMATIC|Strength Surge ~ Strength Domain ABILITY:Special Ability|AUTOMATIC|Might of the Gods ~ Strength Domain|PREVARGTEQ:DomainStrengthLVL,8 BONUS:VAR|DomainStrengthLVL|DomainLVL BONUS:VAR|DomainStrengthDC|10+(DomainStrengthLVL/2)+CHA BONUS:VAR|DomainStrengthTimes|DomainPowerTimes SOURCEPAGE:p.47
+Sun KEY:Sun ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainSunLVL|0 DEFINE:DomainSunDC|0 DEFINE:DomainSunTimes|0 ABILITY:Special Ability|AUTOMATIC|Sun's Blessing ~ Sun Domain ABILITY:Special Ability|AUTOMATIC|Nimbus of Light ~ Sun Domain|PREVARGTEQ:DomainSunLVL,8 BONUS:VAR|DomainSunLVL|DomainLVL BONUS:VAR|DomainSunDC|10+(DomainSunLVL/2)+CHA BONUS:VAR|DomainSunTimes|DomainPowerTimes SOURCEPAGE:p.47
+Travel KEY:Travel ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainTravelLVL|0 DEFINE:DomainTravelDC|0 DEFINE:DomainTravelTimes|0 ABILITY:Special Ability|AUTOMATIC|Agile Feet ~ Travel Domain ABILITY:Special Ability|AUTOMATIC|Dimensional Hop ~ Travel Domain|PREVARGTEQ:DomainTravelLVL,8 BONUS:MOVEADD|TYPE=Walk|10 BONUS:VAR|DomainTravelLVL|DomainLVL BONUS:VAR|DomainTravelDC|10+(DomainTravelLVL/2)+CHA BONUS:VAR|DomainTravelTimes|DomainPowerTimes SOURCEPAGE:p.47
+Trickery KEY:Trickery ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainTrickeryLVL|0 DEFINE:DomainTrickeryDC|0 DEFINE:DomainTrickeryTimes|0 ABILITY:Special Ability|AUTOMATIC|Copycat ~ Trickery Domain ABILITY:Special Ability|AUTOMATIC|Master's Illusion ~ Trickery Domain|PREVARGTEQ:DomainTrickeryLVL,8 BONUS:VAR|DomainTrickeryLVL|DomainLVL BONUS:VAR|DomainTrickeryDC|10+(DomainTrickeryLVL/2)+CHA BONUS:VAR|DomainTrickeryTimes|DomainPowerTimes CSKILL:Bluff|Disguise|Stealth SOURCEPAGE:p.48
+War KEY:War ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainWarLVL|0 DEFINE:DomainWarDC|0 DEFINE:DomainWarTimes|0 ABILITY:Special Ability|AUTOMATIC|Battle Rage ~ War Domain ABILITY:Special Ability|AUTOMATIC|Weapon Master ~ War Domain|PREVARGTEQ:DomainWarLVL,8 BONUS:VAR|DomainWarLVL|DomainLVL BONUS:VAR|DomainWarDC|10+(DomainWarLVL/2)+CHA BONUS:VAR|DomainWarTimes|DomainPowerTimes SOURCEPAGE:p.48
+Water KEY:Water ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainWaterLVL|0 DEFINE:DomainWaterDC|0 DEFINE:DomainWaterTimes|0 ABILITY:Special Ability|AUTOMATIC|Icicle ~ Water Domain ABILITY:Special Ability|AUTOMATIC|Cold Resistance ~ Water Domain|PREVARGTEQ:DomainWaterLVL,6 BONUS:VAR|DomainWaterLVL|DomainLVL BONUS:VAR|DomainWaterDC|10+(DomainWaterLVL/2)+CHA BONUS:VAR|DomainWaterTimes|DomainPowerTimes SOURCEPAGE:p.48
+Weather KEY:Weather ~ Inquisitor Domain CATEGORY:Special Ability TYPE:InquisitorDomain DEFINE:DomainWeatherLVL|0 DEFINE:DomainWeatherDC|0 DEFINE:DomainWeatherTimes|0 ABILITY:Special Ability|AUTOMATIC|Storm Burst ~ Weather Domain ABILITY:Special Ability|AUTOMATIC|Lightning Lord ~ Weather Domain|PREVARGTEQ:DomainWeatherLVL,8 BONUS:VAR|DomainWeatherLVL|DomainLVL BONUS:VAR|DomainWeatherDC|10+(DomainWeatherLVL/2)+CHA BONUS:VAR|DomainWeatherTimes|DomainPowerTimes SOURCEPAGE:p.48
#
# Oracle Special Abilities
#
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Orisons KEY:Orisons ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. SOURCEPAGE:p.45
-Oracle's Curse CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary VISIBLE:NO BONUS:ABILITYPOOL|Oracle Curse|1 SOURCEPAGE:p.43
-Oracle's Mystery CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:NO DEFINE:OracleMysteryLevel|0 DEFINE:OracleRevelationDC|0 BONUS:ABILITYPOOL|Oracle Mystery|1 BONUS:VAR|OracleRevelationDC|10+classlevel("Oracle")/2+CHA BONUS:VAR|OracleMysteryLevel|1 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=3 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=11 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=15 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=19
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Orisons KEY:Orisons ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. SOURCEPAGE:p.45
+Oracle's Curse CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary VISIBLE:NO BONUS:ABILITYPOOL|Oracle Curse|1 SOURCEPAGE:p.43
+Oracle's Mystery CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:NO DEFINE:OracleMysteryLevel|0 DEFINE:OracleRevelationDC|0 BONUS:ABILITYPOOL|Oracle Mystery|1 BONUS:VAR|OracleRevelationDC|10+classlevel("Oracle")/2+CHA BONUS:VAR|OracleMysteryLevel|1 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=3 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=11 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=15 BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=19
# Oracle Cure/Inflict Wounds Spell
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Cure Wounds KEY:Cure Wounds ~ Oracle CATEGORY:Special Ability TYPE:OracleSpellChoice VISIBLE:DISPLAY SPELLKNOWN:CLASS|Oracle=1|Cure Light Wounds SPELLKNOWN:CLASS|Oracle=2|Cure Moderate Wounds|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Cure Serious Wounds|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Cure Critical Wounds|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Cure Light Wounds (Mass)|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Cure Moderate Wounds (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Cure Serious Wounds (Mass)|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Cure Critical Wounds (Mass)|PRECLASS:1,Oracle=16
-Inflict Wounds KEY:Inflict Wounds ~ Oracle CATEGORY:Special Ability TYPE:OracleSpellChoice VISIBLE:DISPLAY SPELLKNOWN:CLASS|Oracle=1|Inflict Light Wounds SPELLKNOWN:CLASS|Oracle=2|Inflict Moderate Wounds|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Inflict Serious Wounds|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Inflict Critical Wounds|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Inflict Light Wounds (Mass)|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Inflict Moderate Wounds (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Inflict Serious Wounds (Mass)|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Inflict Critical Wounds (Mass)|PRECLASS:1,Oracle=16
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Cure Wounds KEY:Cure Wounds ~ Oracle CATEGORY:Special Ability TYPE:OracleSpellChoice VISIBLE:DISPLAY SPELLKNOWN:CLASS|Oracle=1|Cure Light Wounds SPELLKNOWN:CLASS|Oracle=2|Cure Moderate Wounds|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Cure Serious Wounds|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Cure Critical Wounds|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Cure Light Wounds (Mass)|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Cure Moderate Wounds (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Cure Serious Wounds (Mass)|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Cure Critical Wounds (Mass)|PRECLASS:1,Oracle=16
+Inflict Wounds KEY:Inflict Wounds ~ Oracle CATEGORY:Special Ability TYPE:OracleSpellChoice VISIBLE:DISPLAY SPELLKNOWN:CLASS|Oracle=1|Inflict Light Wounds SPELLKNOWN:CLASS|Oracle=2|Inflict Moderate Wounds|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Inflict Serious Wounds|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Inflict Critical Wounds|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Inflict Light Wounds (Mass)|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Inflict Moderate Wounds (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Inflict Serious Wounds (Mass)|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Inflict Critical Wounds (Mass)|PRECLASS:1,Oracle=16
# Oracle Curses
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Clouded Vision KEY:Clouded Vision ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse.Sense DESC:Your eyes are obscured, making it difficult for you to see. BONUS:VISION|Darkvision|30|PRECLASS:1,Oracle=5 BONUS:VISION|Blindsense|30|PRECLASS:1,Oracle=10 BONUS:VISION|Blindsight|15|PRECLASS:1,Oracle=15 VISION:Darkvision (30') SOURCEPAGE:p.43
-Deaf KEY:Deaf ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse.Sense DESC:You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. ABILITY:Special Ability|AUTOMATIC|Scent|PRECLASS:1,Oracle=10 BONUS:SKILL|Perception|3|PRECLASS:1,Oracle=5 VISION:Tremorsense (30')|PRECLASS:1,Oracle=15 SOURCEPAGE:p.44
-Haunted KEY:Haunted ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse DESC:Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). SOURCEPAGE:p.44 SPELLKNOWN:CLASS|Oracle=0|Mage Hand,Ghost Sound SPELLKNOWN:CLASS|Oracle=2|Levitate,Minor Image|PRECLASS:1,Oracle=5 SPELLKNOWN:CLASS|Oracle=5|Telekinesis|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=7|Reverse Gravity|PRECLASS:1,Oracle=15 SPELLLEVEL:CLASS|Cleric=0|Mage Hand,Ghost Sound SPELLLEVEL:CLASS|Cleric=2|Levitate,Minor Image SPELLLEVEL:CLASS|Cleric=5|Telekinesis SPELLLEVEL:CLASS|Cleric=7|Reverse Gravity
-Lame KEY:Lame ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse DESC:One of your legs is permanently wounded. SOURCEPAGE:p.44
-Wasting KEY:Wasting ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse DESC:Your body is slowly rotting away. ABILITY:Special Ability|AUTOMATIC|Immunity to Sickened Condition|PRECLASS:1,Oracle=5 ABILITY:Special Ability|AUTOMATIC|Immunity to Disease|PRECLASS:1,Oracle=10 ABILITY:Special Ability|AUTOMATIC|Immunity to Nauseated Condition|PRECLASS:1,Oracle=15 BONUS:SKILL|STAT.CHA|-4 BONUS:SKILL|Intimidate|4 SOURCEPAGE:p.44
-Tongues KEY:Tongues ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.Communicate.OracleCurse MULT:YES SELECT:1 CHOOSE:LANG|Abyssal|Aklo|Aquan|Auran|Celestial|Ignan|Infernal|Terran DESC:In times of stress or unease, you speak in tongues. SOURCEPAGE:p.44 ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Abyssal|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Abyssal) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Aklo|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Aklo) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Aquan|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Aquan) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Auran|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Auran) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Celestial|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Celestial) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Ignan|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Ignan) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Infernal|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Infernal) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Terran|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Terran)
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Clouded Vision KEY:Clouded Vision ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse.Sense DESC:Your eyes are obscured, making it difficult for you to see. BONUS:VISION|Darkvision|30|PRECLASS:1,Oracle=5 BONUS:VISION|Blindsense|30|PRECLASS:1,Oracle=10 BONUS:VISION|Blindsight|15|PRECLASS:1,Oracle=15 VISION:Darkvision (30') SOURCEPAGE:p.43
+Deaf KEY:Deaf ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse.Sense DESC:You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. ABILITY:Special Ability|AUTOMATIC|Scent|PRECLASS:1,Oracle=10 BONUS:SKILL|Perception|3|PRECLASS:1,Oracle=5 VISION:Tremorsense (30')|PRECLASS:1,Oracle=15 SOURCEPAGE:p.44
+Haunted KEY:Haunted ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse DESC:Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). SOURCEPAGE:p.44 SPELLKNOWN:CLASS|Oracle=0|Mage Hand,Ghost Sound SPELLKNOWN:CLASS|Oracle=2|Levitate,Minor Image|PRECLASS:1,Oracle=5 SPELLKNOWN:CLASS|Oracle=5|Telekinesis|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=7|Reverse Gravity|PRECLASS:1,Oracle=15 SPELLLEVEL:CLASS|Cleric=0|Mage Hand,Ghost Sound SPELLLEVEL:CLASS|Cleric=2|Levitate,Minor Image SPELLLEVEL:CLASS|Cleric=5|Telekinesis SPELLLEVEL:CLASS|Cleric=7|Reverse Gravity
+Lame KEY:Lame ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse DESC:One of your legs is permanently wounded. SOURCEPAGE:p.44
+Wasting KEY:Wasting ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleCurse DESC:Your body is slowly rotting away. ABILITY:Special Ability|AUTOMATIC|Immunity to Sickened Condition|PRECLASS:1,Oracle=5 ABILITY:Special Ability|AUTOMATIC|Immunity to Disease|PRECLASS:1,Oracle=10 ABILITY:Special Ability|AUTOMATIC|Immunity to Nauseated Condition|PRECLASS:1,Oracle=15 BONUS:SKILL|STAT.CHA|-4 BONUS:SKILL|Intimidate|4 SOURCEPAGE:p.44
+Tongues KEY:Tongues ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.Communicate.OracleCurse DESC:In times of stress or unease, you speak in tongues. MULT:YES CHOOSE:LANG|Abyssal|Aklo|Aquan|Auran|Celestial|Ignan|Infernal|Terran SELECT:1 ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Abyssal|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Abyssal) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Aklo|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Aklo) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Aquan|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Aquan) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Auran|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Auran) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Celestial|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Celestial) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Ignan|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Ignan) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Infernal|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Infernal) ABILITY:Internal|AUTOMATIC|Oracle Tongues Choice ~ Terran|PREABILITY:1,CATEGORY=Special Ability,Tongues ~ Oracle(Terran) SOURCEPAGE:p.44
#
-Oracle Tongues Choice ~ Abyssal CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Abyssal
-Oracle Tongues Choice ~ Aklo CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Aklo
-Oracle Tongues Choice ~ Aquan CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Aquan
-Oracle Tongues Choice ~ Auran CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Auran
-Oracle Tongues Choice ~ Celestial CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Celestial
-Oracle Tongues Choice ~ Ignan CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Ignan
-Oracle Tongues Choice ~ Infernal CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Infernal
-Oracle Tongues Choice ~ Terran CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Terran
+Oracle Tongues Choice ~ Abyssal CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Abyssal
+Oracle Tongues Choice ~ Aklo CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Aklo
+Oracle Tongues Choice ~ Aquan CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Aquan
+Oracle Tongues Choice ~ Auran CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Auran
+Oracle Tongues Choice ~ Celestial CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Celestial
+Oracle Tongues Choice ~ Ignan CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Ignan
+Oracle Tongues Choice ~ Infernal CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Infernal
+Oracle Tongues Choice ~ Terran CATEGORY:Internal TEMPLATE:Oracle Tongues Choice ~ Terran
# Oracle Mysteries
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Battle Mysteries KEY:Battle Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:BattleMysteriesQualify|1 DESC:You draw upon the divine mystery of Battle to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Battle Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Battle Mystery Revelation|OracleMysteryLevel CSKILL:Intimidate|Knowledge (Engineering)|Perception|Ride SOURCEPAGE:p.45 SPELLKNOWN:CLASS|Oracle=1|Enlarge Person|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Fog Cloud|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Magic Vestment|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Fire|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Righteous Might|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Bull's Strength (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Control Weather|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Earthquake|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Storm of Vengeance|PRECLASS:1,Oracle=18
-Bone Mysteries KEY:Bone Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:BoneMysteriesQualify|1 DESC:You draw upon the divine mystery of Bone to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Bone Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Bone Mystery Revelation|OracleMysteryLevel CSKILL:Bluff|Disguise|Intimidate|Stealth SOURCEPAGE:p.46 SPELLKNOWN:CLASS|Oracle=1|Cause Fear|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=1|False Life|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Animate Dead|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Fear|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Slay Living|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Circle of Death|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Control Undead|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Horrid Wilting|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Wail of the Banshee|PRECLASS:1,Oracle=18
-Flame Mysteries KEY:Flame Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:FlameMysteriesQualify|1 DESC:You draw upon the divine mystery of Flame to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Flame Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Flame Mystery Revelation|OracleMysteryLevel CSKILL:Acrobatics|Climb|Intimidate|TYPE.Perform SOURCEPAGE:p.47 SPELLKNOWN:CLASS|Oracle=1|Burning Hands|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Resist Energy|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Fireball|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Fire|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Summon Monster V|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Fire Seeds|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Fire Storm|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Incendiary Cloud|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Fiery Body|PRECLASS:1,Oracle=18
-Heavens Mysteries KEY:Heavens Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuaility.OracleMystery DEFINE:HeavensMysteriesQualify|1 DESC:You draw upon the divine mystery of the Heavens to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Heavens Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Heavens Mystery Revelation|OracleMysteryLevel CSKILL:Fly|Knowledge (Arcana)|Perception|Survival SOURCEPAGE:p.47 SPELLKNOWN:CLASS|Oracle=1|Color Spray|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Hypnotic Pattern|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Daylight|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Rainbow Pattern|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Overland Flight|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Chain Lightning|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Prismatic Spray|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Sunburst|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Meteor Swarm|PRECLASS:1,Oracle=18
-Life Mysteries KEY:Life Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:LifeMysteriesQualify|1 DESC:You draw upon the divine mystery of Life to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Life Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Life Mystery Revelation|OracleMysteryLevel CSKILL:Handle Animal|Knowledge (Nature)|Survival SOURCEPAGE:p.48 SPELLKNOWN:CLASS|Oracle=1|Detect Undead|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Restoration (Lesser)|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Neutralize Poison|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Restoration|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Breath of Life|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Heal|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Restoration (Greater)|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Heal (Mass)|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|True Resurrection|PRECLASS:1,Oracle=18
-Lore Mysteries KEY:Lore Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:LoreMysteriesQualify|1 DESC:You draw upon the divine mystery of Lore to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Lore Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Lore Mystery Revelation|OracleMysteryLevel CSKILL:Appraise|TYPE.Knowledge|Spellcraft SOURCEPAGE:p.49 SPELLKNOWN:CLASS|Oracle=1|Identify|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Tongues|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Locate Object|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Legend Lore|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Contact Other Plane|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Owl's Wisdom (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Vision|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Moment of Prescience|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Time Stop|PRECLASS:1,Oracle=18
-Nature Mysteries KEY:Nature Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:NatureMysteriesQualify|1 DESC:You draw upon the divine mystery of Nature to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Nature Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Nature Mystery Revelation|OracleMysteryLevel CSKILL:Climb|Fly|Knowledge (Nature)|Ride|Survival|Swim SOURCEPAGE:p.50 SPELLKNOWN:CLASS|Oracle=1|Charm Animal|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Barkskin|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Speak with Plants|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Grove of Respite|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Awaken|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Stone Tell|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Creeping Doom|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Animal Shapes|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|World Wave|PRECLASS:1,Oracle=18
-Stone Mysteries KEY:Stone Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:StoneMysteriesQualify|1 DESC:You draw upon the divine mystery of Stone to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Stone Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Stone Mystery Revelation|OracleMysteryLevel CSKILL:Appraise|Climb|Intimidate|Survival SOURCEPAGE:p.51 SPELLKNOWN:CLASS|Oracle=1|Magic Stone|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Stone Call|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Meld into Stone|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Stone|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Stoneskin|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Stone Tell|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Statue|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Repel Metal or Stone|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Clashing Rocks|PRECLASS:1,Oracle=18
-Waves Mysteries KEY:Waves Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:WavesMysteriesQualify|1 DESC:You draw upon the divine mystery of Waves to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Waves Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Waves Mystery Revelation|OracleMysteryLevel CSKILL:Acrobatics|Escape Artist|Knowledge (Nature)|Swim SOURCEPAGE:p.52 SPELLKNOWN:CLASS|Oracle=1|Touch of the Sea|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Slipstream|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Water Breathing|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Ice|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Geyser|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Fluid Form|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Vortex|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Seamantle|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Tsunami|PRECLASS:1,Oracle=18
-Wind Mysteries KEY:Winds Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:WindMysteriesQualify|1 DESC:You draw upon the divine mystery of Wind to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Wind Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Wind Mystery Revelation|OracleMysteryLevel CSKILL:Acrobatics|Escape Artist|Fly|Stealth SOURCEPAGE:p.53 SPELLKNOWN:CLASS|Oracle=1|Alter Winds|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Gust of Wind|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Cloak of Winds|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|River of Wind|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Control Winds|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Sirocco|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Control Weather|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Whirlwind|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Winds of Vengeance|PRECLASS:1,Oracle=18
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Battle Mysteries KEY:Battle Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:BattleMysteriesQualify|1 DESC:You draw upon the divine mystery of Battle to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Battle Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Battle Mystery Revelation|OracleMysteryLevel CSKILL:Intimidate|Knowledge (Engineering)|Perception|Ride SOURCEPAGE:p.45 SPELLKNOWN:CLASS|Oracle=1|Enlarge Person|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Fog Cloud|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Magic Vestment|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Fire|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Righteous Might|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Bull's Strength (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Control Weather|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Earthquake|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Storm of Vengeance|PRECLASS:1,Oracle=18
+Bone Mysteries KEY:Bone Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:BoneMysteriesQualify|1 DESC:You draw upon the divine mystery of Bone to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Bone Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Bone Mystery Revelation|OracleMysteryLevel CSKILL:Bluff|Disguise|Intimidate|Stealth SOURCEPAGE:p.46 SPELLKNOWN:CLASS|Oracle=1|Cause Fear|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=1|False Life|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Animate Dead|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Fear|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Slay Living|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Circle of Death|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Control Undead|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Horrid Wilting|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Wail of the Banshee|PRECLASS:1,Oracle=18
+Flame Mysteries KEY:Flame Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:FlameMysteriesQualify|1 DESC:You draw upon the divine mystery of Flame to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Flame Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Flame Mystery Revelation|OracleMysteryLevel CSKILL:Acrobatics|Climb|Intimidate|TYPE.Perform SOURCEPAGE:p.47 SPELLKNOWN:CLASS|Oracle=1|Burning Hands|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Resist Energy|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Fireball|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Fire|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Summon Monster V|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Fire Seeds|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Fire Storm|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Incendiary Cloud|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Fiery Body|PRECLASS:1,Oracle=18
+Heavens Mysteries KEY:Heavens Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuaility.OracleMystery DEFINE:HeavensMysteriesQualify|1 DESC:You draw upon the divine mystery of the Heavens to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Heavens Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Heavens Mystery Revelation|OracleMysteryLevel CSKILL:Fly|Knowledge (Arcana)|Perception|Survival SOURCEPAGE:p.47 SPELLKNOWN:CLASS|Oracle=1|Color Spray|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Hypnotic Pattern|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Daylight|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Rainbow Pattern|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Overland Flight|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Chain Lightning|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Prismatic Spray|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Sunburst|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Meteor Swarm|PRECLASS:1,Oracle=18
+Life Mysteries KEY:Life Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:LifeMysteriesQualify|1 DESC:You draw upon the divine mystery of Life to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Life Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Life Mystery Revelation|OracleMysteryLevel CSKILL:Handle Animal|Knowledge (Nature)|Survival SOURCEPAGE:p.48 SPELLKNOWN:CLASS|Oracle=1|Detect Undead|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Restoration (Lesser)|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Neutralize Poison|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Restoration|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Breath of Life|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Heal|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Restoration (Greater)|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Heal (Mass)|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|True Resurrection|PRECLASS:1,Oracle=18
+Lore Mysteries KEY:Lore Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:LoreMysteriesQualify|1 DESC:You draw upon the divine mystery of Lore to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Lore Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Lore Mystery Revelation|OracleMysteryLevel CSKILL:Appraise|TYPE.Knowledge|Spellcraft SOURCEPAGE:p.49 SPELLKNOWN:CLASS|Oracle=1|Identify|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Tongues|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Locate Object|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Legend Lore|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Contact Other Plane|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Owl's Wisdom (Mass)|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Vision|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Moment of Prescience|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Time Stop|PRECLASS:1,Oracle=18
+Nature Mysteries KEY:Nature Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:NatureMysteriesQualify|1 DESC:You draw upon the divine mystery of Nature to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Nature Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Nature Mystery Revelation|OracleMysteryLevel CSKILL:Climb|Fly|Knowledge (Nature)|Ride|Survival|Swim SOURCEPAGE:p.50 SPELLKNOWN:CLASS|Oracle=1|Charm Animal|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Barkskin|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Speak with Plants|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Grove of Respite|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Awaken|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Stone Tell|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Creeping Doom|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Animal Shapes|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|World Wave|PRECLASS:1,Oracle=18
+Stone Mysteries KEY:Stone Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:StoneMysteriesQualify|1 DESC:You draw upon the divine mystery of Stone to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Stone Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Stone Mystery Revelation|OracleMysteryLevel CSKILL:Appraise|Climb|Intimidate|Survival SOURCEPAGE:p.51 SPELLKNOWN:CLASS|Oracle=1|Magic Stone|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Stone Call|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Meld into Stone|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Stone|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Stoneskin|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Stone Tell|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Statue|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Repel Metal or Stone|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Clashing Rocks|PRECLASS:1,Oracle=18
+Waves Mysteries KEY:Waves Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:WavesMysteriesQualify|1 DESC:You draw upon the divine mystery of Waves to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Waves Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Waves Mystery Revelation|OracleMysteryLevel CSKILL:Acrobatics|Escape Artist|Knowledge (Nature)|Swim SOURCEPAGE:p.52 SPELLKNOWN:CLASS|Oracle=1|Touch of the Sea|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Slipstream|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Water Breathing|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Wall of Ice|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Geyser|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Fluid Form|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Vortex|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Seamantle|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Tsunami|PRECLASS:1,Oracle=18
+Wind Mysteries KEY:Winds Mystery ~ Oracle CATEGORY:Special Ability TYPE:SpecialQuality.OracleMystery DEFINE:WindMysteriesQualify|1 DESC:You draw upon the divine mystery of Wind to grant your spells and powers. ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Wind Mystery|PRECLASS:1,Oracle=20 BONUS:ABILITYPOOL|Wind Mystery Revelation|OracleMysteryLevel CSKILL:Acrobatics|Escape Artist|Fly|Stealth SOURCEPAGE:p.53 SPELLKNOWN:CLASS|Oracle=1|Alter Winds|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=2|Gust of Wind|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Cloak of Winds|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|River of Wind|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Control Winds|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Sirocco|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Control Weather|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Whirlwind|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Winds of Vengeance|PRECLASS:1,Oracle=18
# Oracle Revelations: Battle
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Battlecry KEY:Battlecry ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DEFINE:OracleBattlecryBonus|0 DEFINE:OracleBattlecryDuration|0 DEFINE:OracleBattlecryTimes|0 DESC:As a standard action, you can unleash an inspiring battlecry. BONUS:VAR|OracleBattlecryBonus|1 BONUS:VAR|OracleBattlecryBonus|1|PRECLASS:1,Oracle=10 BONUS:VAR|OracleBattlecryDuration|CHA BONUS:VAR|OracleBattlecryTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.45 BENEFIT:As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +%1 morale bonus on attack rolls, skill checks, and saving throws for %2 round(s). You can use this ability %3 time(s) per day.|OracleBattlecryBonus|OracleBattlecryDuration|OracleBattlecryTimes
-Battlefield Clarity KEY:Battlefield Clarity ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DEFINE:OracleBattlefieldClarityTimes|0 DESC:%1 time(s) per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse.|OracleBattlefieldClarityTimes BONUS:VAR|OracleBattlefieldClarityTimes|1 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.45
-Combat Healer KEY:Combat Healer ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BattleRevelation PRECLASS:1,Oracle=7 DEFINE:OracleCombatHealerTimes|0 DESC:You cast cure spells as a swift action by expending two spell slots %1 time(s) a day.|OracleCombatHealerTimes BONUS:VAR|OracleCombatHealerTimes|1+(classlevel("Oracle")-7)/4 SOURCEPAGE:p.45 BENEFIT:You cast cure spells as a swift action by expending two spell slots. This does not increase the level of the spell. You can use this ability %1 time(s) per day.|OracleCombatHealerTimes
-Iron Skin KEY:Iron Skin ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BattleRevelation PRECLASS:1,Oracle=11 DEFINE:OracleIronSkinTimes|0 SPELLS:Soothsayer's Raiment|TIMES=OracleIronSkinTimes|CASTERLEVEL=classlevel("Oracle")|Stoneskin|PRECLASS:1,Oracle=11 DESC:%1 time(s) per day, your skin hardens and takes on the appearance of iron.|OracleIronSkinTimes BONUS:VAR|OracleIronSkinTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.45
-Maneuver Mastery KEY:Maneuver Mastery ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation BONUS:ABILITYPOOL|Oracle Maneuver Mastery|1 SOURCEPAGE:p.45
-Resiliency KEY:Resiliency ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DESC:You are not disabled or staggered if you are reduced to 0 hit points. DESC: You do not lose a hit point when you take a standard action while disabled.|PRECLASS:1,Oracle=11 ABILITY:FEAT|AUTOMATIC|Diehard|PRECLASS:1,Oracle=7 SOURCEPAGE:p.45
-Skill at Arms KEY:Skill at Arms ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DESC:You gain proficiency in all martial weapons and heavy armor. AUTO:ARMORPROF|ARMORTYPE=Heavy AUTO:WEAPONPROF|TYPE.Martial SOURCEPAGE:p.45
-Surprising Charge KEY:Surprising Charge ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DEFINE:OracleSurprisingChargeTimes|0 DESC:%1 time(s) per day, you can move up to your speed as an immediate action.|OracleSurprisingChargeTimes BONUS:VAR|OracleSurprisingChargeTimes|1 BONUS:VAR|OracleSurprisingChargeTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleSurprisingChargeTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.46
-War Sight KEY:War Sight ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DESC:You roll twice for initiative and take either result.|!PRECLASS:1,Oracle=15 DESC:You can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result. (you act in the normal order in following rounds).|PRECLASS:1,Oracle=7 DESC:You roll three times for initiative and take any oneof the results.|PRECLASS:1,Oracle=15 SOURCEPAGE:p.46
-Weapon Mastery KEY:Weapon Mastery ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation MULT:YES CHOOSE:WEAPONPROFICIENCY|PC ABILITY:FEAT|VIRTUAL|Weapon Focus(%LIST) ABILITY:FEAT|AUTOMATIC|Improved Critical(%LIST)|PRECLASS:1,Oracle=8 ABILITY:FEAT|AUTOMATIC|Greater Weapon Focus(%LIST)|PRECLASS:1,Oracle=12 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=8 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=12 SOURCEPAGE:p.46
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Battlecry KEY:Battlecry ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DEFINE:OracleBattlecryBonus|0 DEFINE:OracleBattlecryDuration|0 DEFINE:OracleBattlecryTimes|0 DESC:As a standard action, you can unleash an inspiring battlecry. BONUS:VAR|OracleBattlecryBonus|1 BONUS:VAR|OracleBattlecryBonus|1|PRECLASS:1,Oracle=10 BONUS:VAR|OracleBattlecryDuration|CHA BONUS:VAR|OracleBattlecryTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.45 BENEFIT:As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +%1 morale bonus on attack rolls, skill checks, and saving throws for %2 round(s). You can use this ability %3 time(s) per day.|OracleBattlecryBonus|OracleBattlecryDuration|OracleBattlecryTimes
+Battlefield Clarity KEY:Battlefield Clarity ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DEFINE:OracleBattlefieldClarityTimes|0 DESC:%1 time(s) per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse.|OracleBattlefieldClarityTimes BONUS:VAR|OracleBattlefieldClarityTimes|1 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.45
+Combat Healer KEY:Combat Healer ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BattleRevelation PRECLASS:1,Oracle=7 DEFINE:OracleCombatHealerTimes|0 DESC:You cast cure spells as a swift action by expending two spell slots %1 time(s) a day.|OracleCombatHealerTimes BONUS:VAR|OracleCombatHealerTimes|1+(classlevel("Oracle")-7)/4 SOURCEPAGE:p.45 BENEFIT:You cast cure spells as a swift action by expending two spell slots. This does not increase the level of the spell. You can use this ability %1 time(s) per day.|OracleCombatHealerTimes
+Iron Skin KEY:Iron Skin ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BattleRevelation PRECLASS:1,Oracle=11 DEFINE:OracleIronSkinTimes|0 SPELLS:Soothsayer's Raiment|TIMES=OracleIronSkinTimes|CASTERLEVEL=classlevel("Oracle")|Stoneskin|PRECLASS:1,Oracle=11 DESC:%1 time(s) per day, your skin hardens and takes on the appearance of iron.|OracleIronSkinTimes BONUS:VAR|OracleIronSkinTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.45
+Maneuver Mastery KEY:Maneuver Mastery ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation BONUS:ABILITYPOOL|Oracle Maneuver Mastery|1 SOURCEPAGE:p.45
+Resiliency KEY:Resiliency ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DESC:You are not disabled or staggered if you are reduced to 0 hit points. DESC: You do not lose a hit point when you take a standard action while disabled.|PRECLASS:1,Oracle=11 ABILITY:FEAT|AUTOMATIC|Diehard|PRECLASS:1,Oracle=7 SOURCEPAGE:p.45
+Skill at Arms KEY:Skill at Arms ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DESC:You gain proficiency in all martial weapons and heavy armor. AUTO:ARMORPROF|ARMORTYPE=Heavy AUTO:WEAPONPROF|TYPE.Martial SOURCEPAGE:p.45
+Surprising Charge KEY:Surprising Charge ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DEFINE:OracleSurprisingChargeTimes|0 DESC:%1 time(s) per day, you can move up to your speed as an immediate action.|OracleSurprisingChargeTimes BONUS:VAR|OracleSurprisingChargeTimes|1 BONUS:VAR|OracleSurprisingChargeTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleSurprisingChargeTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.46
+War Sight KEY:War Sight ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation DESC:You roll twice for initiative and take either result.|!PRECLASS:1,Oracle=15 DESC:You can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result. (you act in the normal order in following rounds).|PRECLASS:1,Oracle=7 DESC:You roll three times for initiative and take any oneof the results.|PRECLASS:1,Oracle=15 SOURCEPAGE:p.46
+Weapon Mastery KEY:Weapon Mastery ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation MULT:YES CHOOSE:WEAPONPROFICIENCY|PC ABILITY:FEAT|VIRTUAL|Weapon Focus(%LIST) ABILITY:FEAT|AUTOMATIC|Improved Critical(%LIST)|PRECLASS:1,Oracle=8 ABILITY:FEAT|AUTOMATIC|Greater Weapon Focus(%LIST)|PRECLASS:1,Oracle=12 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=8 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=12 SOURCEPAGE:p.46
#COMMENT: Old Version
#Weapon Mastery KEY:Weapon Mastery ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BattleRevelation BONUS:ABILITYPOOL|Oracle Weapon Mastery|1 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=8 BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=12 SOURCEPAGE:p.46
# TODO: Need to work out the Weapon Focus/Improved Critical/Greater Weapon Focus issue.
-Final Revelation KEY:Final Revelation ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalBattleRevelation DESC:You have become an avatar of battle. You can take a full-attack action and move, before or after your attack, up to your speed as a full-round action. Whenever you score a critical hit, you can ignore any DR the target might possess. You gain a +4 insight bonus to your AC for the purpose of confirming critical hits against you. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score. SOURCEPAGE:p.46
+Final Revelation KEY:Final Revelation ~ Battle Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalBattleRevelation DESC:You have become an avatar of battle. You can take a full-attack action and move, before or after your attack, up to your speed as a full-round action. Whenever you score a critical hit, you can ignore any DR the target might possess. You gain a +4 insight bonus to your AC for the purpose of confirming critical hits against you. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score. SOURCEPAGE:p.46
## Battle Mystery Weapon Mastery Abilities
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Maneuver Mastery (Bull Rush) KEY:Bull Rush ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Bull Rush|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Bull Rush|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_BullRush|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Dirty Trick) KEY:Dirty Trick ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Dirty Trick|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Dirty Tricks|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_DirtyTricks|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Disarm) KEY:Disarm ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Disarm|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Disarm|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Disarm|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Drag) KEY:Drag ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Drag|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Drag|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Drag|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Grapple) KEY:Grapple ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Grapple|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Grapple|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Grapple|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Overrun) KEY:Overrun ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Overrun|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Overrun|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Overrun|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Reposition) KEY:Reposition ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Reposition|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Reposition|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Reposition|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Steal) KEY:Steal ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Steal|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Steal|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Steal|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Sunder) KEY:Sunder ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Sunder|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Sunder|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Sunder|classlevel("Oracle")-BAB SOURCEPAGE:p.45
-Maneuver Mastery (Trip) KEY:Trip ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Trip|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Trip|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Trip|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Maneuver Mastery (Bull Rush) KEY:Bull Rush ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Bull Rush|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Bull Rush|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_BullRush|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Dirty Trick) KEY:Dirty Trick ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Dirty Trick|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Dirty Tricks|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_DirtyTricks|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Disarm) KEY:Disarm ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Disarm|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Disarm|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Disarm|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Drag) KEY:Drag ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Drag|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Drag|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Drag|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Grapple) KEY:Grapple ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Grapple|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Grapple|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Grapple|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Overrun) KEY:Overrun ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Overrun|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Overrun|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Overrun|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Reposition) KEY:Reposition ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Reposition|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Reposition|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Reposition|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Steal) KEY:Steal ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Steal|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Steal|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Steal|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Sunder) KEY:Sunder ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Sunder|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Sunder|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Sunder|classlevel("Oracle")-BAB SOURCEPAGE:p.45
+Maneuver Mastery (Trip) KEY:Trip ~ Maneuver Mastery CATEGORY:Special Ability TYPE:SpecialAttack.OracleManeuverMastery DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus AUTO:FEAT|Improved Trip|PRECLASS:1,Oracle=7 AUTO:FEAT|Greater Trip|PRECLASS:1,Oracle=11 BONUS:VAR|CMB_Trip|classlevel("Oracle")-BAB SOURCEPAGE:p.45
## Battle Mystery Weapon Mastery Abilities
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
CATEGORY=FEAT|Weapon Focus.MOD TYPE:OracleWeaponMastery
CATEGORY=FEAT|Improved Critical.MOD TYPE:OracleWeaponMastery
CATEGORY=FEAT|Greater Weapon Focus.MOD TYPE:OracleWeaponMastery
# Soothsayer Raiment Revelations: Battle
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Battlecry KEY:Battlecry ~ Soothsayer Revelation CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SoothsayerRevelation DEFINE:OracleBattlecryBonus|0 DEFINE:OracleBattlecryDuration|0 DEFINE:OracleBattlecryTimes|0 DESC:As a standard action, you can unleash an inspiring battlecry. BONUS:VAR|OracleBattlecryBonus|1 BONUS:VAR|OracleBattlecryBonus|1|PRECLASS:1,Oracle=10 BONUS:VAR|OracleBattlecryDuration|CHA BONUS:VAR|OracleBattlecryTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.45 BENEFIT:As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +%1 morale bonus on attack rolls, skill checks, and saving throws for %2 round(s). You can use this ability %3 time(s) per day.|OracleBattlecryBonus|OracleBattlecryDuration|OracleBattlecryTimes
-Battlefield Clarity KEY:Battlefield Clarity ~ Soothsayer Revelation CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SoothsayerRevelation DEFINE:OracleBattlefieldClarityTimes|0 DESC:%1 time(s) per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse.|OracleBattfieldClarityTimes BONUS:VAR|OracleBattlefieldClarityTimes|1 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.45
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Battlecry KEY:Battlecry ~ Soothsayer Revelation CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SoothsayerRevelation DEFINE:OracleBattlecryBonus|0 DEFINE:OracleBattlecryDuration|0 DEFINE:OracleBattlecryTimes|0 DESC:As a standard action, you can unleash an inspiring battlecry. BONUS:VAR|OracleBattlecryBonus|1 BONUS:VAR|OracleBattlecryBonus|1|PRECLASS:1,Oracle=10 BONUS:VAR|OracleBattlecryDuration|CHA BONUS:VAR|OracleBattlecryTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.45 BENEFIT:As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +%1 morale bonus on attack rolls, skill checks, and saving throws for %2 round(s). You can use this ability %3 time(s) per day.|OracleBattlecryBonus|OracleBattlecryDuration|OracleBattlecryTimes
+Battlefield Clarity KEY:Battlefield Clarity ~ Soothsayer Revelation CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SoothsayerRevelation DEFINE:OracleBattlefieldClarityTimes|0 DESC:%1 time(s) per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse.|OracleBattfieldClarityTimes BONUS:VAR|OracleBattlefieldClarityTimes|1 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=15 SOURCEPAGE:p.45
# Oracle Revelations: Bone
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Armor of Bones KEY:Armor of Bones ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleArmorofBonesBonus|0 DEFINE:OracleArmorofBonesDuration|0 DESC:You can conjure armor made of bones BONUS:VAR|OraclerArmorofBonesBonus|4+((classlevel("Oracle")-3)/4)*2 BONUS:VAR|OracleArmorofBonesDuration|classlevel("Oracle") SOURCEPAGE:p.46 BENEFIT:You can conjure armor made of bones that grants you a +%1 armor bonus.|OracleArmorofBonesBonus BENEFIT:This armor also grants you DR 5/bludgeoning.|PRECLASS:1,Oracle=13 BENEFIT:This armor lasts forfor %2 hour(s) per day and does not need to be consecutive.|OracleArmorofBoneDuration
-Bleeding Wounds KEY:Bleeding Wounds ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleBleedingWoundsPoints|0 DESC:Whenever a creature takes damage from one of your spells or effects that causes negative energy damage, it begns to bleed. BONUS:VAR|OracleBleedingWoundsPoints|1+classlevel("Oracle")/5 SOURCEPAGE:p.46 BENEFIT:Whenever a creature takes damage from one of your spells or effects that causes negative energy damage, it taks %1 point(s) of bleeding damage each round.|OracleBleedingWoundsPoints
-Death's Touch KEY:Death's Touch ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.BoneRevelation DEFINE:OracleDeathTouchDamageBonus|0 DEFINE:OracleDeathTouchTimes|0 DESC:You can cause terrible wounds to appear on a creature with a melee touch attack. BONUS:VAR|OracleDeathTouchDamageBonus|classlevel("Oracle") BONUS:VAR|OracleDeathTouchTimes|3+CHA SOURCEPAGE:p.46 BENEFIT:You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6+%1 points of negative energy damage. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a %2 times per day.|OracleDeathTouchDamageBonus|OracleDeathTouchTimes
-Near Death KEY:Near Death ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleNearDeathSaveBonus|0 DESC:You gain a +%1 insight bonus on saves against diseases, mind-affecting effects, and poisons.|OracleNearDeathSaveBonus|!PRECLASS:1,Oracle=7 DESC:You gain a +%1 insight bonus on saves against diseases, mind-affecting effects, poisons, death effects, sleep effects, and stunning.|OracleNearDeathSaveBonus|PRECLASS:1,Oracle=7 BONUS:VAR|OracleNearDeathSaveBonus|2 BONUS:VAR|OracleNearDeathSaveBonus|2|PRECLASS:1,Oracle=11 SOURCEPAGE:p.46
-Raise Dead KEY:Raise Dead ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DESC:As a standard action, you can summon a single skeleton or zombie to serve you. SOURCEPAGE:p.46
-Resist Life KEY:Resist Life ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DESC:You are treated as an undead creature when you are targeted by positive or negative energy. SOURCEPAGE:p.46
-Soul Siphon KEY:Soul Siphon ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation PRECLASS:1,Oracle=7 DESC:As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level. SOURCEPAGE:p.46
-Spirit Walk KEY:Spirit Walk ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation PRECLASS:1,Oracle=11 DESC:As a standard action, you can become incorporeal and invisible. SOURCEPAGE:p.46
-Undead Servitude KEY:Undead Servitude ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.BoneRevelation.CheckList SERVESAS:ABILITY=Special Ability|Channel Negative Energy DEFINE:UndeadServitudeTimes|0 DEFINE:UndeadServitudeDC|0 DEFINE:UndeadServitudeHD|0 DEFINE:UndeadServitudeLVL|0 DESC:You can channel negative energy %1 per day, but only to use Command Undead. You can command up to %2 hit dice of undead. The will save DC of this ability is %3.|UndeadServitudeTimes|UndeadServitudeDC|UndeadServitudeHD AUTO:FEAT|Command Undead BONUS:VAR|UndeadServitudeLVL|classlevel("Oracle") BONUS:VAR|UndeadServitudeTimes|3+CHA BONUS:VAR|UndeadServitudeHD|UndeadServitudeLVL BONUS:VAR|UndeadServitudeDC|10+(UndeadServitudeLVL/2)+CHA ASPECT:CheckCount|%1|UndeadServitudeTimes ASPECT:CheckType|Uses per day SOURCEPAGE:p.46
-Voice of the Grave KEY:Voice of the Grave ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleVoiceoftheGraveTimes|0 DEFINE:OracleVoiceoftheGraveDC|0 DESC:You can speak with dead, as per the spell, %1 rounds per day. These rounds do not need to be consecutive.|OracleVoiceoftheGraveTimes BONUS:VAR|OracleVoiceoftheGraveTimes|classlevel("Oracle") BONUS:VAR|OracleVoiceoftheGraveDC|OracleRevelationDC+classlevel("Oracle")/5 SOURCEPAGE:p.46 ASPECT:Ability Benefit|(DC %4;Will negates)
-Final Revelation KEY:Final Revelation ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalBoneRevelation DESC:You have become a master of death. SOURCEPAGE:p.47 BENEFIT:You become a master of death. Once per round, you can cast bleed or stabilize as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill, but the spell can target a creature with 150 hit points or less.
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Armor of Bones KEY:Armor of Bones ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleArmorofBonesBonus|0 DEFINE:OracleArmorofBonesDuration|0 DESC:You can conjure armor made of bones BONUS:VAR|OraclerArmorofBonesBonus|4+((classlevel("Oracle")-3)/4)*2 BONUS:VAR|OracleArmorofBonesDuration|classlevel("Oracle") SOURCEPAGE:p.46 BENEFIT:You can conjure armor made of bones that grants you a +%1 armor bonus.|OracleArmorofBonesBonus BENEFIT:This armor also grants you DR 5/bludgeoning.|PRECLASS:1,Oracle=13 BENEFIT:This armor lasts forfor %2 hour(s) per day and does not need to be consecutive.|OracleArmorofBoneDuration
+Bleeding Wounds KEY:Bleeding Wounds ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleBleedingWoundsPoints|0 DESC:Whenever a creature takes damage from one of your spells or effects that causes negative energy damage, it begns to bleed. BONUS:VAR|OracleBleedingWoundsPoints|1+classlevel("Oracle")/5 SOURCEPAGE:p.46 BENEFIT:Whenever a creature takes damage from one of your spells or effects that causes negative energy damage, it taks %1 point(s) of bleeding damage each round.|OracleBleedingWoundsPoints
+Death's Touch KEY:Death's Touch ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.BoneRevelation DEFINE:OracleDeathTouchDamageBonus|0 DEFINE:OracleDeathTouchTimes|0 DESC:You can cause terrible wounds to appear on a creature with a melee touch attack. BONUS:VAR|OracleDeathTouchDamageBonus|classlevel("Oracle") BONUS:VAR|OracleDeathTouchTimes|3+CHA SOURCEPAGE:p.46 BENEFIT:You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6+%1 points of negative energy damage. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a %2 times per day.|OracleDeathTouchDamageBonus|OracleDeathTouchTimes
+Near Death KEY:Near Death ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleNearDeathSaveBonus|0 DESC:You gain a +%1 insight bonus on saves against diseases, mind-affecting effects, and poisons.|OracleNearDeathSaveBonus|!PRECLASS:1,Oracle=7 DESC:You gain a +%1 insight bonus on saves against diseases, mind-affecting effects, poisons, death effects, sleep effects, and stunning.|OracleNearDeathSaveBonus|PRECLASS:1,Oracle=7 BONUS:VAR|OracleNearDeathSaveBonus|2 BONUS:VAR|OracleNearDeathSaveBonus|2|PRECLASS:1,Oracle=11 SOURCEPAGE:p.46
+Raise Dead KEY:Raise Dead ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DESC:As a standard action, you can summon a single skeleton or zombie to serve you. SOURCEPAGE:p.46
+Resist Life KEY:Resist Life ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DESC:You are treated as an undead creature when you are targeted by positive or negative energy. SOURCEPAGE:p.46
+Soul Siphon KEY:Soul Siphon ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation PRECLASS:1,Oracle=7 DESC:As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level. SOURCEPAGE:p.46
+Spirit Walk KEY:Spirit Walk ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation PRECLASS:1,Oracle=11 DESC:As a standard action, you can become incorporeal and invisible. SOURCEPAGE:p.46
+Undead Servitude KEY:Undead Servitude ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.BoneRevelation.CheckList SERVESAS:ABILITY=Special Ability|Channel Negative Energy DEFINE:UndeadServitudeTimes|0 DEFINE:UndeadServitudeDC|0 DEFINE:UndeadServitudeHD|0 DEFINE:UndeadServitudeLVL|0 DESC:You can channel negative energy %1 per day, but only to use Command Undead. You can command up to %2 hit dice of undead. The will save DC of this ability is %3.|UndeadServitudeTimes|UndeadServitudeDC|UndeadServitudeHD AUTO:FEAT|Command Undead BONUS:VAR|UndeadServitudeLVL|classlevel("Oracle") BONUS:VAR|UndeadServitudeTimes|3+CHA BONUS:VAR|UndeadServitudeHD|UndeadServitudeLVL BONUS:VAR|UndeadServitudeDC|10+(UndeadServitudeLVL/2)+CHA SOURCEPAGE:p.46 ASPECT:CheckCount|%1|UndeadServitudeTimes ASPECT:CheckType|Uses per day
+Voice of the Grave KEY:Voice of the Grave ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BoneRevelation DEFINE:OracleVoiceoftheGraveTimes|0 DEFINE:OracleVoiceoftheGraveDC|0 DESC:You can speak with dead, as per the spell, %1 rounds per day. These rounds do not need to be consecutive.|OracleVoiceoftheGraveTimes BONUS:VAR|OracleVoiceoftheGraveTimes|classlevel("Oracle") BONUS:VAR|OracleVoiceoftheGraveDC|OracleRevelationDC+classlevel("Oracle")/5 SOURCEPAGE:p.46 ASPECT:Ability Benefit|(DC %4;Will negates)
+Final Revelation KEY:Final Revelation ~ Bone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalBoneRevelation DESC:You have become a master of death. SOURCEPAGE:p.47 BENEFIT:You become a master of death. Once per round, you can cast bleed or stabilize as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill, but the spell can target a creature with 150 hit points or less.
# Oracle Revelations: Flame
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Burning Magic KEY:Burning Magic ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished. SOURCEPAGE:p.47
-Cinder Dance KEY:Cinder Dance ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FlameRevelation !PREABILITY:1,CATEGORY=Special Ability,Lame ~ Oracle DESC:Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. ABILITY:FEAT|VIRTUAL|Nimble Moves|PRECLASS:1,Oracle=5 ABILITY:FEAT|VIRTUAL|Acrobatic Steps|PRECLASS:1,Oracle=10 BONUS:MOVEADD|TYPE.WALK|10 SOURCEPAGE:p.47
-Fire Breath KEY:Fire Breath ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals %1d4 points of fire damage. A Reflex save halves this damage. You can use this ability %2 times per day. The save DC is Charisma-based.|classlevel("Oracle")|1+(classlevel("Oracle")/5) SOURCEPAGE:p.47
-Fire Storm KEY:Fire Storm ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation PRECLASS:1,Oracle=11 DESC:As a standard action, you can cause fire to erupt around you. You can create %1 10-foot cubes of fire. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in these flames takes %2d6 points of fire damage per oracle level, with a Reflex save resulting in half damage. This fire lasts for a number of round equal to your Charisma modifier. You can use this ability once per day.|classlevel("Oracle")|classlevel("Oracle") SOURCEPAGE:p.47
-Form of Flame KEY:Form of Flame ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation PRECLASS:1,Oracle=7 DESC:As a standard action, you can assume the form of a Small fire elemental, as elemental body I.|PRECLASSLEVELMAX:1,Oracle=8 DESC:As a standard action, you can assume the form of a Medium fire elemental, as elemental body II.|PREMULT:2,[PRECLASS:1,Oracle=9],[PRECLASSLEVELMAX:1,Oracle=10] DESC:As a standard action, you can assume the form of a Large fire elemental, as elemental body III.|PREMULT:2,[PRECLASS:1,Oracle=11],[PRECLASSLEVELMAX:1,Oracle=12] DESC:As a standard action, you can assume the form of a Huge fire elemental, as elemental body IV.PRECLASS:1,Oracle=13 DESC:You can use this ability once per day, but the duration is %1 hours.|classlevel("Oracle") SOURCEPAGE:p.47
-Gaze of Flames KEY:Gaze of Flames ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for %1 rounds per day, but these rounds do not need to be consecutive.|classlevel("Oracle") SOURCEPAGE:p.47
-Heat Aura KEY:Heat Aura ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:As a swift action, you can cause waves of heat to radiate from your body. This heat deals %1d4 points of fire damage to all creatures within 10 feet. A Reflex save halves this damage. In addition, your form wavers and blurs, granting you 20%% concealment until your next turn. You can use this ability %2 times per day|max(1,classlevel("Oracle")/2)|1+(classlevel("Oracle")/5) SOURCEPAGE:p.47
-Molten Skin KEY:Molten Skin ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FlameRevelation DEFINE:OracleFireResist|0 DESC:You gain resist fire %1|OracleFireResist|PRECLASS:1,Oracle=17 DESC:You are immune to fire.|PRECLASS:1,Oracle=17 BONUS:VAR|OracleFireResist|5 BONUS:VAR|OracleFireResist|5|PRECLASS:1,Oracle=5 BONUS:VAR|OracleFireResist|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.47
-Touch of Flame KEY:Touch of Flame ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of fire damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.|classlevel("Oracle")/2 DESC:Any weapon that you wield is treated as a flaming weapon.|PRECLASS:1,Oracle=11 SOURCEPAGE:p.47
-Wings of Fire KEY:Wings of Fire ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation PRECLASS:1,Oracle=7 DESC:As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1 minute increments.|classlevel("Oracle") SOURCEPAGE:p.47
-Final Revelation KEY:Final Revelation ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalFlameRevelation DESC:You become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability. SOURCEPAGE:p.47
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Burning Magic KEY:Burning Magic ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished. SOURCEPAGE:p.47
+Cinder Dance KEY:Cinder Dance ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FlameRevelation !PREABILITY:1,CATEGORY=Special Ability,Lame ~ Oracle DESC:Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. ABILITY:FEAT|VIRTUAL|Nimble Moves|PRECLASS:1,Oracle=5 ABILITY:FEAT|VIRTUAL|Acrobatic Steps|PRECLASS:1,Oracle=10 BONUS:MOVEADD|TYPE.WALK|10 SOURCEPAGE:p.47
+Fire Breath KEY:Fire Breath ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals %1d4 points of fire damage. A Reflex save halves this damage. You can use this ability %2 times per day. The save DC is Charisma-based.|classlevel("Oracle")|1+(classlevel("Oracle")/5) SOURCEPAGE:p.47
+Fire Storm KEY:Fire Storm ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation PRECLASS:1,Oracle=11 DESC:As a standard action, you can cause fire to erupt around you. You can create %1 10-foot cubes of fire. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in these flames takes %2d6 points of fire damage per oracle level, with a Reflex save resulting in half damage. This fire lasts for a number of round equal to your Charisma modifier. You can use this ability once per day.|classlevel("Oracle")|classlevel("Oracle") SOURCEPAGE:p.47
+Form of Flame KEY:Form of Flame ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation PRECLASS:1,Oracle=7 DESC:As a standard action, you can assume the form of a Small fire elemental, as elemental body I.|PRECLASSLEVELMAX:1,Oracle=8 DESC:As a standard action, you can assume the form of a Medium fire elemental, as elemental body II.|PREMULT:2,[PRECLASS:1,Oracle=9],[PRECLASSLEVELMAX:1,Oracle=10] DESC:As a standard action, you can assume the form of a Large fire elemental, as elemental body III.|PREMULT:2,[PRECLASS:1,Oracle=11],[PRECLASSLEVELMAX:1,Oracle=12] DESC:As a standard action, you can assume the form of a Huge fire elemental, as elemental body IV.PRECLASS:1,Oracle=13 DESC:You can use this ability once per day, but the duration is %1 hours.|classlevel("Oracle") SOURCEPAGE:p.47
+Gaze of Flames KEY:Gaze of Flames ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for %1 rounds per day, but these rounds do not need to be consecutive.|classlevel("Oracle") SOURCEPAGE:p.47
+Heat Aura KEY:Heat Aura ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:As a swift action, you can cause waves of heat to radiate from your body. This heat deals %1d4 points of fire damage to all creatures within 10 feet. A Reflex save halves this damage. In addition, your form wavers and blurs, granting you 20%% concealment until your next turn. You can use this ability %2 times per day|max(1,classlevel("Oracle")/2)|1+(classlevel("Oracle")/5) SOURCEPAGE:p.47
+Molten Skin KEY:Molten Skin ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FlameRevelation DEFINE:OracleFireResist|0 DESC:You gain resist fire %1|OracleFireResist|PRECLASS:1,Oracle=17 DESC:You are immune to fire.|PRECLASS:1,Oracle=17 BONUS:VAR|OracleFireResist|5 BONUS:VAR|OracleFireResist|5|PRECLASS:1,Oracle=5 BONUS:VAR|OracleFireResist|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.47
+Touch of Flame KEY:Touch of Flame ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of fire damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.|classlevel("Oracle")/2 DESC:Any weapon that you wield is treated as a flaming weapon.|PRECLASS:1,Oracle=11 SOURCEPAGE:p.47
+Wings of Fire KEY:Wings of Fire ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.FlameRevelation PRECLASS:1,Oracle=7 DESC:As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1 minute increments.|classlevel("Oracle") SOURCEPAGE:p.47
+Final Revelation KEY:Final Revelation ~ Flame Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalFlameRevelation DESC:You become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability. SOURCEPAGE:p.47
# Oracle Revelations: Heavens
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Awesome Display KEY:Awesome Display ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DESC:Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive). SOURCEPAGE:p.48
-Coat of Many Stars KEY:Coat of Many Stars ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleCoatofManyStarsACBonus|0 DEFINE:OracleCoatofManyStarsDuration|0 DESC:You conjure a coat of starry radiance that grants you a +%1 armor bonus. At 13th level, this armor grants you DR 5/slashing. You can use this coat for %2 hour(s) per day. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.|OracleCoatofManyStarsACBonus|OracleCoatofManyStarsDuration BONUS:VAR|OracleCoatofManyStarsACBonus|(2*(classlevel("Oracle")-3)/4)+4 BONUS:VAR|OracleCoatofManyStarsDuration|classlevel("Oracle") SOURCEPAGE:p.48
-Dweller in Darkness KEY:Dweller in Darkness ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Spelllike.HeavensRevelation PRECLASS:1,Oracle=11 DESC:Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation. SOURCEPAGE:p.48
-Guiding Star KEY:Guiding Star ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DESC:Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spellUs casting time or level. SOURCEPAGE:p.48
-Interstellar Void KEY:Interstellar Void ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleInterstellarVoidDamageDice|0 DEFINE:OracleInterstellarVoidTimes|0 DESC:You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes %1d6 points of cold damage. A successful Fortitude save (DC %2) halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability %3 time(s) per day.|OracleInterstellarVoidDamageDice|OracleRevelationDC|OracleInterstellarVoidTimes SOURCEPAGE:p.48
-Lure of the Heavens KEY:Lure of the Heavens ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleLureoftheHeavensFlyDuration|0 DESC:Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to f ly, as per the spell, for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleLureoftheHeavensFlyDuration BONUS:VAR|OracleLureoftheHeavensFlyDuration|classlevel("Oracle") SOURCEPAGE:p.48
-Mantle of Moonlight KEY:Mantle of Moonlight ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleMantleofMoonlightDuration|0 DEFINE:OracleMantleofMoonlightTimes|0 DESC:Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthropeUs connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for %1 round(s).|OracleMantleofMoonlightDuration DESC:You can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability %1 times per day.|OracleMantleofMoonlightTimes|PRECLASS:1,Oracle=5 BONUS:VAR|OracleMantleofMoonlightDuration|classlevel("Oracle") BONUS:VAR|OracleMantleofMoonlightTimes|classlevel("Oracle")/5 SOURCEPAGE:p.48
-Moonlight Bridge KEY:Moonlight Bridge ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleMoonlightBridgeLength|0 DEFINE:OracleMoonlightBridgeTimes|0 DESC:You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for %1 feet. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge %2 times per day. Should the bridge be attacked, treat it as a wall of force.|OracleMoonlightBridgeLength|OracleMoonlightBridgeTimes BONUS:VAR|OracleMoonlightBridgeLength|classlevel("Oracle")*10 BONUS:VAR|OracleMoonlightBridgeTimes|CHA SOURCEPAGE:p.48
-Spray of Shooting Stars KEY:Spray of Shooting Stars ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleSprayofShootingStarsDamageDice|0 DEFINE:OracleSprayofShootingStarsTimes|0 DESC:As a standard action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing %1d4 points of fire damage. A successful Reflex save (DC %2) halves this damage. This attack has a range of 60 feet. You can fire %3 explosive ball(s) per day. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.|OracleSprayofShootingStarsDamageDice|OracleRevelationDC|OracleSprayofShootingStarsTimes BONUS:VAR|OracleSprayofShootingStarsDamageDice|classlevel("Oracle") BONUS:VAR|OracleSprayofShootingStarsTimes|classlevel("Oracle")/5+1 SOURCEPAGE:p.48
-Star Chart KEY:Star Chart ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HeavensRevelation PRECLASS:1,Oracle=7 DESC:Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation. SOURCEPAGE:p.48
-Final Revelation KEY:Final Revelation ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalHeavensRevelation DESC:Your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points, are immune to fear effects, and automatically confirm all critical hits. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell). ABILITY:Special Ability|AUTOMATIC|Immunity to Fear BONUS:CHECKS|ALL|CHA SOURCEPAGE:p.48
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Awesome Display KEY:Awesome Display ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DESC:Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive). SOURCEPAGE:p.48
+Coat of Many Stars KEY:Coat of Many Stars ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleCoatofManyStarsACBonus|0 DEFINE:OracleCoatofManyStarsDuration|0 DESC:You conjure a coat of starry radiance that grants you a +%1 armor bonus. At 13th level, this armor grants you DR 5/slashing. You can use this coat for %2 hour(s) per day. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.|OracleCoatofManyStarsACBonus|OracleCoatofManyStarsDuration BONUS:VAR|OracleCoatofManyStarsACBonus|(2*(classlevel("Oracle")-3)/4)+4 BONUS:VAR|OracleCoatofManyStarsDuration|classlevel("Oracle") SOURCEPAGE:p.48
+Dweller in Darkness KEY:Dweller in Darkness ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Spelllike.HeavensRevelation PRECLASS:1,Oracle=11 DESC:Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation. SOURCEPAGE:p.48
+Guiding Star KEY:Guiding Star ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DESC:Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spellUs casting time or level. SOURCEPAGE:p.48
+Interstellar Void KEY:Interstellar Void ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleInterstellarVoidDamageDice|0 DEFINE:OracleInterstellarVoidTimes|0 DESC:You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes %1d6 points of cold damage. A successful Fortitude save (DC %2) halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability %3 time(s) per day.|OracleInterstellarVoidDamageDice|OracleRevelationDC|OracleInterstellarVoidTimes SOURCEPAGE:p.48
+Lure of the Heavens KEY:Lure of the Heavens ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleLureoftheHeavensFlyDuration|0 DESC:Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to f ly, as per the spell, for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleLureoftheHeavensFlyDuration BONUS:VAR|OracleLureoftheHeavensFlyDuration|classlevel("Oracle") SOURCEPAGE:p.48
+Mantle of Moonlight KEY:Mantle of Moonlight ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleMantleofMoonlightDuration|0 DEFINE:OracleMantleofMoonlightTimes|0 DESC:Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthropeUs connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for %1 round(s).|OracleMantleofMoonlightDuration DESC:You can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability %1 times per day.|OracleMantleofMoonlightTimes|PRECLASS:1,Oracle=5 BONUS:VAR|OracleMantleofMoonlightDuration|classlevel("Oracle") BONUS:VAR|OracleMantleofMoonlightTimes|classlevel("Oracle")/5 SOURCEPAGE:p.48
+Moonlight Bridge KEY:Moonlight Bridge ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleMoonlightBridgeLength|0 DEFINE:OracleMoonlightBridgeTimes|0 DESC:You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for %1 feet. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge %2 times per day. Should the bridge be attacked, treat it as a wall of force.|OracleMoonlightBridgeLength|OracleMoonlightBridgeTimes BONUS:VAR|OracleMoonlightBridgeLength|classlevel("Oracle")*10 BONUS:VAR|OracleMoonlightBridgeTimes|CHA SOURCEPAGE:p.48
+Spray of Shooting Stars KEY:Spray of Shooting Stars ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.HeavensRevelation DEFINE:OracleSprayofShootingStarsDamageDice|0 DEFINE:OracleSprayofShootingStarsTimes|0 DESC:As a standard action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing %1d4 points of fire damage. A successful Reflex save (DC %2) halves this damage. This attack has a range of 60 feet. You can fire %3 explosive ball(s) per day. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.|OracleSprayofShootingStarsDamageDice|OracleRevelationDC|OracleSprayofShootingStarsTimes BONUS:VAR|OracleSprayofShootingStarsDamageDice|classlevel("Oracle") BONUS:VAR|OracleSprayofShootingStarsTimes|classlevel("Oracle")/5+1 SOURCEPAGE:p.48
+Star Chart KEY:Star Chart ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HeavensRevelation PRECLASS:1,Oracle=7 DESC:Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation. SOURCEPAGE:p.48
+Final Revelation KEY:Final Revelation ~ Heavens Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalHeavensRevelation DESC:Your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points, are immune to fear effects, and automatically confirm all critical hits. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell). ABILITY:Special Ability|AUTOMATIC|Immunity to Fear BONUS:CHECKS|ALL|CHA SOURCEPAGE:p.48
# Oracle Revelations: Life
-# Ability Name Unique Key Category of Ability Type Visible Required Ability Restricted Ability Required AL Restricted AL Required Class Required Skill Var. Min. Value Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Stat bonus Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level
-Channel KEY:Channel ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.LifeRevelation.CheckList SERVESAS:ABILITY=Special Ability|Channel Energy SERVESAS:ABILITY=Special Ability|Channel Positive Energy SOURCEPAGE:p.48 DEFINE:OracleChannelDC|0 DEFINE:OracleChannelDice|0 DEFINE:OracleChannelDieSize|6 DEFINE:OracleChannelLVL|0 DEFINE:OracleChannelTimes|0 DESC:You can unleash a wave of positive energy dealing %1d%2 (DC %3 for half) %4/day.|OracleChannelDice|OracleChannelDieSize|OracleChannelDC|OracleChannelTimes BONUS:VAR|OracleChannelTimes|1+CHA BONUS:VAR|OracleChannelDice|(OracleChannelLVL+1)/2 BONUS:VAR|OracleChannelDC|10+(OracleChannelLVL/2)+CHA BONUS:VAR|OracleChannelLVL|classlevel("Oracle") SOURCEPAGE:p.40 ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|OracleChannelDice|OracleChannelDieSize|OracleChannelDC|OracleChannelTimes BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this abilty %4 times per day.|OracleChannelDice|OracleChannelDieSize|OracleChannelDC|OracleChannelTimes ASPECT:CheckCount|%1|OracleChannelTimes ASPECT:CheckType|Uses per day
-Combat Healer KEY:Combat Healer ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation PRECLASS:1,Oracle=7 DEFINE:OracleCombatHealerTimes|0 DESC:You cast cure spells as a swift action by expending two spell slots %1 time(s) a day.|OracleCombatHealerTimes BONUS:VAR|OracleCombatHealerTimes|1+(classlevel("Oracle")-7)/4 SOURCEPAGE:p.49 BENEFIT:You cast cure spells as a swift action by expending two spell slots. This does not increase the level of the spell. You can use this ability %1 time(s) per day.|OracleCombatHealerTimes
-Delay Affliction KEY:Delay Affliction ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleDelayAfflictionTimes|0 DEFINE:OracleDelayAfflictionDuration|0 DESC:As an immediate action, %1 time(s) per day, whenever you fail a saving throw against a disease or poison, you may ignore its effects for %2 hour(s).|OracleDelayAfflictionTimes|OracleDelayAfflictionDuration BONUS:VAR|OracleDelayAfflictionTimes|1 BONUS:VAR|OracleDelayAfflictionTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleDelayAfflictionTimes|1|PRECLASS:1,Oracle=15 BONUS:VAR|OracleDelayAfflictionDuration|classlevel("Oracle") SOURCEPAGE:p.49
-Energy Body KEY:Energy Body ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleEnergyBodyDamageBonus|0 DEFINE:OracleEnergyBodyHealingBonus|0 DEFINE:OracleEnergyBodyDuration|0 DESC:As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+%1 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6+%2 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for %3 rounds per day.|OracleEnergyBodyDamageBonus|OracleEnergyBodyHealingBonus|OracleEnergyBodyDuration BONUS:VAR|OracleEnergyBodyDamageBonus|classlevel("Oracle") BONUS:VAR|OracleEnergyBodyHealingBonus|classlevel("Oracle") BONUS:VAR|OracleEnergyBodyDuration|classlevel("Oracle") SOURCEPAGE:p.49
-Enhanced Cures KEY:Enhanced Cures ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleEnhancedCuresMaxHP|0 DESC:Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, casting cure light wounds heals 1d8+%1 hit points instead of the normal 1d8+5 maximum.|OracleEnhancedCuresMaxHP BONUS:VAR|OracleEnhancedCuresMaxHP|classlevel("Oracle") SOURCEPAGE:p.49
-Healing Hands KEY:Healing Hands ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LifeRevelation DESC:You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide longterm care for yourself. BONUS:SKILL|Heal|4 SOURCEPAGE:p.49
-Life Link KEY:Life Link ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleLifeLinkBonds|0 DESC:As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have %1 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).|OracleLifeLinkBonds BONUS:VAR|OracleLifeLinkBonds|classlevel("Oracle") SOURCEPAGE:p.49
-Lifesense KEY:Lifesense ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation.Sense PRECLASS:1,Oracle=11 DESC:You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation. SOURCEPAGE:p.49
-Safe Curing KEY:Safe Curing ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DESC:Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. SOURCEPAGE:p.49
-Spirit Boost KEY:Spirit Boost ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleSpiritBoostDuration|0 DEFINE:OracleSpiritBoostHPMax|0 DESC:Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for %1 round(s) as temporary hit points (up to a maximum of %2 temporary hit points).|OracleSpiritBoostDuration|OracleSpiritBoostHPMax BONUS:VAR|OracleSpiritBoostDuration|classlevel("Oracle") BONUS:VAR|OracleSpiritBoostHPMax|classlevel("Oracle") SOURCEPAGE:p.49
-Final Revelation KEY:Final Revelation ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalLifeRevelation DESC:you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score. SOURCEPAGE:p.49
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Channel KEY:Channel ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.LifeRevelation.CheckList SERVESAS:ABILITY=Special Ability|Channel Energy SERVESAS:ABILITY=Special Ability|Channel Positive Energy DEFINE:OracleChannelDC|0 DEFINE:OracleChannelDice|0 DEFINE:OracleChannelDieSize|6 DEFINE:OracleChannelLVL|0 DEFINE:OracleChannelTimes|0 DESC:You can unleash a wave of positive energy dealing %1d%2 (DC %3 for half) %4/day.|OracleChannelDice|OracleChannelDieSize|OracleChannelDC|OracleChannelTimes BONUS:VAR|OracleChannelTimes|1+CHA BONUS:VAR|OracleChannelDice|(OracleChannelLVL+1)/2 BONUS:VAR|OracleChannelDC|10+(OracleChannelLVL/2)+CHA BONUS:VAR|OracleChannelLVL|classlevel("Oracle") SOURCEPAGE:p.48 SOURCEPAGE:p.40 ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|OracleChannelDice|OracleChannelDieSize|OracleChannelDC|OracleChannelTimes ASPECT:CheckCount|%1|OracleChannelTimes ASPECT:CheckType|Uses per day BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this abilty %4 times per day.|OracleChannelDice|OracleChannelDieSize|OracleChannelDC|OracleChannelTimes
+Combat Healer KEY:Combat Healer ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation PRECLASS:1,Oracle=7 DEFINE:OracleCombatHealerTimes|0 DESC:You cast cure spells as a swift action by expending two spell slots %1 time(s) a day.|OracleCombatHealerTimes BONUS:VAR|OracleCombatHealerTimes|1+(classlevel("Oracle")-7)/4 SOURCEPAGE:p.49 BENEFIT:You cast cure spells as a swift action by expending two spell slots. This does not increase the level of the spell. You can use this ability %1 time(s) per day.|OracleCombatHealerTimes
+Delay Affliction KEY:Delay Affliction ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleDelayAfflictionTimes|0 DEFINE:OracleDelayAfflictionDuration|0 DESC:As an immediate action, %1 time(s) per day, whenever you fail a saving throw against a disease or poison, you may ignore its effects for %2 hour(s).|OracleDelayAfflictionTimes|OracleDelayAfflictionDuration BONUS:VAR|OracleDelayAfflictionTimes|1 BONUS:VAR|OracleDelayAfflictionTimes|1|PRECLASS:1,Oracle=7 BONUS:VAR|OracleDelayAfflictionTimes|1|PRECLASS:1,Oracle=15 BONUS:VAR|OracleDelayAfflictionDuration|classlevel("Oracle") SOURCEPAGE:p.49
+Energy Body KEY:Energy Body ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleEnergyBodyDamageBonus|0 DEFINE:OracleEnergyBodyHealingBonus|0 DEFINE:OracleEnergyBodyDuration|0 DESC:As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+%1 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6+%2 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for %3 rounds per day.|OracleEnergyBodyDamageBonus|OracleEnergyBodyHealingBonus|OracleEnergyBodyDuration BONUS:VAR|OracleEnergyBodyDamageBonus|classlevel("Oracle") BONUS:VAR|OracleEnergyBodyHealingBonus|classlevel("Oracle") BONUS:VAR|OracleEnergyBodyDuration|classlevel("Oracle") SOURCEPAGE:p.49
+Enhanced Cures KEY:Enhanced Cures ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleEnhancedCuresMaxHP|0 DESC:Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, casting cure light wounds heals 1d8+%1 hit points instead of the normal 1d8+5 maximum.|OracleEnhancedCuresMaxHP BONUS:VAR|OracleEnhancedCuresMaxHP|classlevel("Oracle") SOURCEPAGE:p.49
+Healing Hands KEY:Healing Hands ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LifeRevelation DESC:You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide longterm care for yourself. BONUS:SKILL|Heal|4 SOURCEPAGE:p.49
+Life Link KEY:Life Link ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleLifeLinkBonds|0 DESC:As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have %1 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).|OracleLifeLinkBonds BONUS:VAR|OracleLifeLinkBonds|classlevel("Oracle") SOURCEPAGE:p.49
+Lifesense KEY:Lifesense ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation.Sense PRECLASS:1,Oracle=11 DESC:You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation. SOURCEPAGE:p.49
+Safe Curing KEY:Safe Curing ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DESC:Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. SOURCEPAGE:p.49
+Spirit Boost KEY:Spirit Boost ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LifeRevelation DEFINE:OracleSpiritBoostDuration|0 DEFINE:OracleSpiritBoostHPMax|0 DESC:Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for %1 round(s) as temporary hit points (up to a maximum of %2 temporary hit points).|OracleSpiritBoostDuration|OracleSpiritBoostHPMax BONUS:VAR|OracleSpiritBoostDuration|classlevel("Oracle") BONUS:VAR|OracleSpiritBoostHPMax|classlevel("Oracle") SOURCEPAGE:p.49
+Final Revelation KEY:Final Revelation ~ Life Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalLifeRevelation DESC:you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score. SOURCEPAGE:p.49
# Oracle Revelations: Lore
# TODO: Working on it.
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Arcane Archivist KEY:Arcane Archivist ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation PRECLASS:1,Oracle=11 DESC:Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list. Once per day, you can cast a spell from the sorcerer/wizard spell list as if it were on your list of spells known. The spell consumes a spell slot one level higher than the level of the spell. You must have a spellbook containing the spell to cast it in this way, and the spell is erased when you complete the casting. SOURCEPAGE:p.49
-Automatic Writing KEY:Automatic Writing ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation DESC:Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. SOURCEPAGE:p.49 BENEFIT:Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90%% effectiveness. At 5th level, the writing takes the form of a divination with 90%% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
-Brain Drain KEY:Brain Drain ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation DEFINE:OracleBrainDrainDamageDice|0 DEFINE:OracleBrainDrainDuration|0 DEFINE:OracleBrainDrainTimes|0 DESC:You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save (DC %1) to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking %2d4 points of damage. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victimUs skill bonus. The randomly stolen thoughts remain in your mind for a %3 rounds. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability %4 time(s) per day.|OracleRevelationsDC|OracleBrainDrainDamageDice|OracleBrainDrainDuration|OracleBrainDrainTimes BONUS:VAR|OracleBrainDrainDamageDice|classlevel("Oracle") BONUS:VAR|OracleBrainDrainDuration|CHA BONUS:VAR|OracleBrainDrainTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.49
-Focused Trance KEY:Focused Trance ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DEFINE:OracleFocusedTranceSaveBonus|0 DEFINE:OracleFocusedTranceTimes|0 DESC:You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a +%1 bonus on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance %2 time(s) per day.|OracleFocusedTranceSaveBonus|OracleFocusedTranceTimes BONUS:VAR|OracleFocusedTranceSaveBonus|classlevel("Oracle") BONUS:VAR|OracleFocusedTranceTimes|CHA SOURCEPAGE:p.50
-Lore Keeper KEY:Lore Keeper ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DESC:Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks. SOURCEPAGE:p.50
-Mental Acuity KEY:Mental Acuity ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation PRECLASS:1,Oracle=7 DESC:Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all thingsQand you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation. SOURCEPAGE:p.50
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Arcane Archivist KEY:Arcane Archivist ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation PRECLASS:1,Oracle=11 DESC:Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list. Once per day, you can cast a spell from the sorcerer/wizard spell list as if it were on your list of spells known. The spell consumes a spell slot one level higher than the level of the spell. You must have a spellbook containing the spell to cast it in this way, and the spell is erased when you complete the casting. SOURCEPAGE:p.49
+Automatic Writing KEY:Automatic Writing ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation DESC:Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. SOURCEPAGE:p.49 BENEFIT:Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90%% effectiveness. At 5th level, the writing takes the form of a divination with 90%% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
+Brain Drain KEY:Brain Drain ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation DEFINE:OracleBrainDrainDamageDice|0 DEFINE:OracleBrainDrainDuration|0 DEFINE:OracleBrainDrainTimes|0 DESC:You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save (DC %1) to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking %2d4 points of damage. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victimUs skill bonus. The randomly stolen thoughts remain in your mind for a %3 rounds. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability %4 time(s) per day.|OracleRevelationsDC|OracleBrainDrainDamageDice|OracleBrainDrainDuration|OracleBrainDrainTimes BONUS:VAR|OracleBrainDrainDamageDice|classlevel("Oracle") BONUS:VAR|OracleBrainDrainDuration|CHA BONUS:VAR|OracleBrainDrainTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.49
+Focused Trance KEY:Focused Trance ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DEFINE:OracleFocusedTranceSaveBonus|0 DEFINE:OracleFocusedTranceTimes|0 DESC:You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a +%1 bonus on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance %2 time(s) per day.|OracleFocusedTranceSaveBonus|OracleFocusedTranceTimes BONUS:VAR|OracleFocusedTranceSaveBonus|classlevel("Oracle") BONUS:VAR|OracleFocusedTranceTimes|CHA SOURCEPAGE:p.50
+Lore Keeper KEY:Lore Keeper ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DESC:Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks. SOURCEPAGE:p.50
+Mental Acuity KEY:Mental Acuity ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation PRECLASS:1,Oracle=7 DESC:Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all thingsQand you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation. SOURCEPAGE:p.50
# TODO: Mental Acuity grants +1 INT upon reciept of the revelation and another +1 every three Oracle levels after that. There is currently no way to do this.
-Sidestep Secret KEY:Sidestep Secret ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation DESC:Your innate understanding of the universe has granted you preternatural ref lexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armorUs maximum Dexterity bonus applies to your Charisma instead of your Dexterity. SOURCEPAGE:p.50
+Sidestep Secret KEY:Sidestep Secret ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LoreRevelation DESC:Your innate understanding of the universe has granted you preternatural ref lexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armorUs maximum Dexterity bonus applies to your Charisma instead of your Dexterity. SOURCEPAGE:p.50
# TODO: Implement CHA bonus as replacement of DEX bonus for AC and Reflex Saves.
-Spontaneous Symbology KEY:Spontaneous Symbology ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Spelllike.LoreRevelation PRECLASS:1,Oracle=11 DESC:Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any RsymbolS spell using a spell slot of the appropriate level, even if the spell is not on your list of spellUs known. A symbol spell is any spell with the word RsymbolS in its name. SOURCEPAGE:p.50
-Think On It KEY:Think On It ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DESC:Once per day, the oracle of lore can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check. SOURCEPAGE:p.50
-Whirlwind Lesson KEY:Whirlwind Lesson ~ Lore Mastery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DESC:You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manualUs benefits for a number of days equal to your Charisma modifier but then forget what they have learned. SOURCEPAGE:p.49
+Spontaneous Symbology KEY:Spontaneous Symbology ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Spelllike.LoreRevelation PRECLASS:1,Oracle=11 DESC:Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any RsymbolS spell using a spell slot of the appropriate level, even if the spell is not on your list of spellUs known. A symbol spell is any spell with the word RsymbolS in its name. SOURCEPAGE:p.50
+Think On It KEY:Think On It ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DESC:Once per day, the oracle of lore can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check. SOURCEPAGE:p.50
+Whirlwind Lesson KEY:Whirlwind Lesson ~ Lore Mastery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LoreRevelation DESC:You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manualUs benefits for a number of days equal to your Charisma modifier but then forget what they have learned. SOURCEPAGE:p.49
# TODO: Need to implement Whirlwind effects.
-Final Revelation KEY:Final Revelation ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalLoreRevelation DESC:You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components. SOURCEPAGE:p.50
+Final Revelation KEY:Final Revelation ~ Lore Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalLoreRevelation DESC:You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components. SOURCEPAGE:p.50
# TODO: Need to implement Final Revelation effects
# Oracle Revelations: Nature
# TODO: Working on it.
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Bonded Mount KEY:Bonded Mount ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation DEFINE:SMLevel|0 DESC:You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6. BONUS:VAR|SMLevel|classlevel("Oracle") FOLLOWERS:Special Mount|1 COMPANIONLIST:Special Mount|Companion (Boar),Companion (Camel),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Wolf) SOURCEPAGE:p.50
-Erosion Touch KEY:Erosion Touch ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.NatureRevelation DEFINE:OracleErosionTouchDamageDice|0 DEFINE:OracleErosionTouchTimes|0 DESC:As a melee touch attack, you can deal %1d6 points of damage to objects or constructs. If used against an object in another creatureUs possession, treat this attack as a sunder combat maneuver. You can use this ability %2 time(s) per day.|OracleErosionTouchDamageDice|OracleErosionTouchTimes BONUS:VAR|OracleErosionTouchDamageDice|classlevel("Oracle") BONUS:VAR|OracleErosionTouchTimes|1+classlevel("Oracle")/3 SOURCEPAGE:p.50
-Friend to the Animals KEY:Friend to the Animals ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DEFINE:OracleFriendtotheAnimalsSaveBonus|0 DESC:Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a %1 bonus on all saving throws.|OracleFriendtotheAnimalsSaveBonus BONUS:VAR|OracleFriendtotheAnimalsSaveBonus|CHA SOURCEPAGE:p.50 SPELLKNOWN:CLASS|Oracle=1|Summon Nature's Ally I|Oracle=2|Summon Nature's Ally II|Oracle=3|Summon Nature's Ally III|Oracle=4|Summon Nature's Ally IV|Oracle=5|Summon Nature's Ally V|Oracle=6|Summon Nature's Ally VI|Oracle=7|Summon Nature's Ally VII|Oracle=8|Summon Nature's Ally VIII|Oracle=9|Summon Nature's Ally IX
-Life Leach KEY:Life Leach ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation PRECLASS:1,Oracle=7 DEFINE:OracleLifeLeachDamageDice|0 DEFINE:OracleLifeLeachDuration|0 DEFINE:OracleLifeLeachTimes|0 DESC:You can draw life force from the bodies of enemies and channel it into yourself. BONUS:VAR|OracleLifeLeachDamageDice|classlevel("Oracle")/2 BONUS:VAR|OracleLifeLeachDuration|CHA BONUS:VAR|OracleLifeLeachTimes|(classlevel("Oracle")-3)/4 SOURCEPAGE:p.50 BENEFIT:As a standard action, you can drain the life essence from one living target within 30 feet. The target takes %1d6 points of damage. You gain temporary hit points equal to the damage you deal. You canUt gain more than the targetUs current hit points + the targetUs Constitution score (which is enough to kill the subject). The temporary hit points last %2 hours. The target receives a Fortitude save (DC %3) to halve the damage (and the temporary hit points you gain). You may use this ability %4 time(s) per day.|OracleLifeLeachDamageDice|OracleRevelationDC|OracleLifeLeachDuration|OracleLifeLeachTimes
-Natural Divination KEY:Natural Divination ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DEFINE:OracleNaturalDivinationBonus|0 DEFINE:OracleNaturalDivinationTimes|0 DESC:You can read the entrails of a freshly killed animal or humanoid to gain a %1 insight bonus on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) %2 time(s) per day.|OracleNaturalDivinationBonus|OracleNaturalDivinationTimes BONUS:VAR|OracleNaturalDivinationBonus|CHA BONUS:VAR|OracleNaturalDivinationTimes|1+classlevel("Oracle")/4 SOURCEPAGE:p.51
-Nature's Whispers KEY:Wature's Whispers ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DESC:You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. DEFINE:ACStatIsCha|1 DEFINE:ACStatNotDex|1 DEFINE:DisableCMDDex|1 DEFINE:UseCHAForCMDStat|1 SOURCEPAGE:p.51
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Bonded Mount KEY:Bonded Mount ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation DEFINE:SMLevel|0 DESC:You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6. BONUS:VAR|SMLevel|classlevel("Oracle") FOLLOWERS:Special Mount|1 COMPANIONLIST:Special Mount|Companion (Boar),Companion (Camel),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Wolf) SOURCEPAGE:p.50
+Erosion Touch KEY:Erosion Touch ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.NatureRevelation DEFINE:OracleErosionTouchDamageDice|0 DEFINE:OracleErosionTouchTimes|0 DESC:As a melee touch attack, you can deal %1d6 points of damage to objects or constructs. If used against an object in another creatureUs possession, treat this attack as a sunder combat maneuver. You can use this ability %2 time(s) per day.|OracleErosionTouchDamageDice|OracleErosionTouchTimes BONUS:VAR|OracleErosionTouchDamageDice|classlevel("Oracle") BONUS:VAR|OracleErosionTouchTimes|1+classlevel("Oracle")/3 SOURCEPAGE:p.50
+Friend to the Animals KEY:Friend to the Animals ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DEFINE:OracleFriendtotheAnimalsSaveBonus|0 DESC:Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a %1 bonus on all saving throws.|OracleFriendtotheAnimalsSaveBonus BONUS:VAR|OracleFriendtotheAnimalsSaveBonus|CHA SOURCEPAGE:p.50 SPELLKNOWN:CLASS|Oracle=1|Summon Nature's Ally I|Oracle=2|Summon Nature's Ally II|Oracle=3|Summon Nature's Ally III|Oracle=4|Summon Nature's Ally IV|Oracle=5|Summon Nature's Ally V|Oracle=6|Summon Nature's Ally VI|Oracle=7|Summon Nature's Ally VII|Oracle=8|Summon Nature's Ally VIII|Oracle=9|Summon Nature's Ally IX
+Life Leach KEY:Life Leach ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation PRECLASS:1,Oracle=7 DEFINE:OracleLifeLeachDamageDice|0 DEFINE:OracleLifeLeachDuration|0 DEFINE:OracleLifeLeachTimes|0 DESC:You can draw life force from the bodies of enemies and channel it into yourself. BONUS:VAR|OracleLifeLeachDamageDice|classlevel("Oracle")/2 BONUS:VAR|OracleLifeLeachDuration|CHA BONUS:VAR|OracleLifeLeachTimes|(classlevel("Oracle")-3)/4 SOURCEPAGE:p.50 BENEFIT:As a standard action, you can drain the life essence from one living target within 30 feet. The target takes %1d6 points of damage. You gain temporary hit points equal to the damage you deal. You canUt gain more than the targetUs current hit points + the targetUs Constitution score (which is enough to kill the subject). The temporary hit points last %2 hours. The target receives a Fortitude save (DC %3) to halve the damage (and the temporary hit points you gain). You may use this ability %4 time(s) per day.|OracleLifeLeachDamageDice|OracleRevelationDC|OracleLifeLeachDuration|OracleLifeLeachTimes
+Natural Divination KEY:Natural Divination ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DEFINE:OracleNaturalDivinationBonus|0 DEFINE:OracleNaturalDivinationTimes|0 DESC:You can read the entrails of a freshly killed animal or humanoid to gain a %1 insight bonus on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) %2 time(s) per day.|OracleNaturalDivinationBonus|OracleNaturalDivinationTimes BONUS:VAR|OracleNaturalDivinationBonus|CHA BONUS:VAR|OracleNaturalDivinationTimes|1+classlevel("Oracle")/4 SOURCEPAGE:p.51
+Nature's Whispers KEY:Wature's Whispers ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DEFINE:ACStatIsCha|1 DEFINE:ACStatNotDex|1 DEFINE:DisableCMDDex|1 DEFINE:UseCHAForCMDStat|1 DESC:You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. SOURCEPAGE:p.51
# TODO: Need to implement the effects to the AC
-Speak with Animals KEY:Speak with Animals ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DESC:Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animal. You gain the ability to communicate with an additional kind of animal for every 3 oracle levels you have attained. SOURCEPAGE:p.51
+Speak with Animals KEY:Speak with Animals ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NatureRevelation DESC:Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animal. You gain the ability to communicate with an additional kind of animal for every 3 oracle levels you have attained. SOURCEPAGE:p.51
# TODO: Need to implement the selection and display of animal(s) which can be spoken too.
-Spirit of Nature KEY:Spirit of Nature ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation DESC:When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points. SOURCEPAGE:p.51
+Spirit of Nature KEY:Spirit of Nature ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation DESC:When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points. SOURCEPAGE:p.51
# TODO: Need to implement the variables to display the appropriate level effects.
-Transcendental Bond KEY:Transcendental Bond ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation DESC:You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. BONUS:VAR|OracleTransendentalBondDuration|classlevel("Oracle") BONUS:VAR|OracleTransendentalBondTimes|CHA SOURCEPAGE:p.51 BENEFIT:You may communicate with your allies for %1 round(s) per day as if using telepathic bond. You may designate %2 creatures as your ally. Designating a creature is a standard action that requires a touch.|OracleTransendentalBondDuration|OracleTransendentalBondTimes BENEFIT:You may use this bond to cast a touch spell on a designated ally once per day.|PRECLASS:1,Oracle=10
-Undo Artifice KEY:Undo Artifice ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Spelllike.NatureRevelation PRECLASS:1,Oracle=11 DEFINE:OracleUndoArtificeTimes|0 DESC:You gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving (DC %1) throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the itemUs value. You may use undo artifice %2 times per day.|OracleRevelationDC|OracleUndoArtificeTimes BONUS:VAR|OracleUndoArtificeTimes|CHA SOURCEPAGE:p.51
-Final Revelation (Nature) KEY:Final Revelation ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalNatureRevelation DESC:You have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. SOURCEPAGE:p.51 BENEFIT:Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Bestiary). This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.
+Transcendental Bond KEY:Transcendental Bond ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NatureRevelation DESC:You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. BONUS:VAR|OracleTransendentalBondDuration|classlevel("Oracle") BONUS:VAR|OracleTransendentalBondTimes|CHA SOURCEPAGE:p.51 BENEFIT:You may communicate with your allies for %1 round(s) per day as if using telepathic bond. You may designate %2 creatures as your ally. Designating a creature is a standard action that requires a touch.|OracleTransendentalBondDuration|OracleTransendentalBondTimes BENEFIT:You may use this bond to cast a touch spell on a designated ally once per day.|PRECLASS:1,Oracle=10
+Undo Artifice KEY:Undo Artifice ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Spelllike.NatureRevelation PRECLASS:1,Oracle=11 DEFINE:OracleUndoArtificeTimes|0 DESC:You gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving (DC %1) throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the itemUs value. You may use undo artifice %2 times per day.|OracleRevelationDC|OracleUndoArtificeTimes BONUS:VAR|OracleUndoArtificeTimes|CHA SOURCEPAGE:p.51
+Final Revelation (Nature) KEY:Final Revelation ~ Nature Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalNatureRevelation DESC:You have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. SOURCEPAGE:p.51 BENEFIT:Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Bestiary). This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.
# Oracle Revelations: Stone
# TODO: Working on it.
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Acid Skin KEY:Acid Skin ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.StoneRevelation ABILITY:Special Ability|AUTOMATIC|Resistance to Acid ABILITY:Special Ability|AUTOMATIC|Immunity to Acid|PRECLASS:1,Oracle=17 BONUS:VAR|AcidResistanceBonus|5 BONUS:VAR|AcidResistanceBonus|5|PRECLASS:1,Oracle=5 BONUS:VAR|AcidResistanceBonus|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.51
-Clobbering Strike KEY:Clobbering Strike ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.StoneRevelation DESC:Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity as normal for this trip attempt. You cannot be tripped in return when using this ability. SOURCEPAGE:p.51
-Crystal Sight KEY:Crystal Sight ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.StoneRevelation.Sense DEFINE:OracleCrystalSightPenetration|0 DEFINE:OracleCrystalSightDuration|0 DESC:You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate %1 feet, or %2 inches of metal. You can use this ability %3 round(s) per day, but these rounds do not need to be consecutive.|OracleCrystalSightPenetration|OracleCrystalSightPenetration|OracleCrystalSightDuration BONUS:VAR|OracleCrystalSightPenetration|classlevel("Oracle") BONUS:VAR|OracleCrystalSightDuration|classlevel("Oracle") SOURCEPAGE:p.52
-Earth Glide KEY:Earth Glide ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.StoneRevelation PRECLASS:1,Oracle=7 DEFINE:OracleEarthGlideDuration|0 DESC:You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for %1 minute per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.|OracleEarthGlideDuration BONUS:VAR|OracleEarthGlideDuration|classlevel("Oracle") SOURCEPAGE:p.52
-Mighty Pebble KEY:Mighty Pebble ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.StoneRevelation DESC:As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +%1 enhancement bonus to attack and damage. Any creature struck by the pebble takes %2d6 points of bludgeoning damage. Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw (DC %3). If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability %4 time(s) per day.|OracleMightyPebbleBonus|OracleMightyPebbleDamageDice|OracleRevelationDC|OracleMightyPebbleTimes BONUS:VAR|OracleMightyPebbleBonus|classlevel("Oracle") BONUS:VAR|OracleMightyPebbleDamageDice|max(1,classlevel("Oracle")/2) BONUS:VAR|OracleMightyPebbleTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.52
-Rock Throwing KEY:Rock Throwing ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.StoneRevelation DESC:You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1-1/2 your Strength bonus. SOURCEPAGE:p.52
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Acid Skin KEY:Acid Skin ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.StoneRevelation ABILITY:Special Ability|AUTOMATIC|Resistance to Acid ABILITY:Special Ability|AUTOMATIC|Immunity to Acid|PRECLASS:1,Oracle=17 BONUS:VAR|AcidResistanceBonus|5 BONUS:VAR|AcidResistanceBonus|5|PRECLASS:1,Oracle=5 BONUS:VAR|AcidResistanceBonus|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.51
+Clobbering Strike KEY:Clobbering Strike ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.StoneRevelation DESC:Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity as normal for this trip attempt. You cannot be tripped in return when using this ability. SOURCEPAGE:p.51
+Crystal Sight KEY:Crystal Sight ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.StoneRevelation.Sense DEFINE:OracleCrystalSightPenetration|0 DEFINE:OracleCrystalSightDuration|0 DESC:You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate %1 feet, or %2 inches of metal. You can use this ability %3 round(s) per day, but these rounds do not need to be consecutive.|OracleCrystalSightPenetration|OracleCrystalSightPenetration|OracleCrystalSightDuration BONUS:VAR|OracleCrystalSightPenetration|classlevel("Oracle") BONUS:VAR|OracleCrystalSightDuration|classlevel("Oracle") SOURCEPAGE:p.52
+Earth Glide KEY:Earth Glide ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.StoneRevelation PRECLASS:1,Oracle=7 DEFINE:OracleEarthGlideDuration|0 DESC:You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for %1 minute per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.|OracleEarthGlideDuration BONUS:VAR|OracleEarthGlideDuration|classlevel("Oracle") SOURCEPAGE:p.52
+Mighty Pebble KEY:Mighty Pebble ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.StoneRevelation DESC:As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +%1 enhancement bonus to attack and damage. Any creature struck by the pebble takes %2d6 points of bludgeoning damage. Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw (DC %3). If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability %4 time(s) per day.|OracleMightyPebbleBonus|OracleMightyPebbleDamageDice|OracleRevelationDC|OracleMightyPebbleTimes BONUS:VAR|OracleMightyPebbleBonus|classlevel("Oracle") BONUS:VAR|OracleMightyPebbleDamageDice|max(1,classlevel("Oracle")/2) BONUS:VAR|OracleMightyPebbleTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.52
+Rock Throwing KEY:Rock Throwing ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.StoneRevelation DESC:You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1-1/2 your Strength bonus. SOURCEPAGE:p.52
# TODO: Implement Rock Throwing bonuses.
-Shard Explosion KEY:Shard Explosion ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.StoneRevelation DEFINE:OracleShardExplosionDamageDice|0 DEFINE:OracleShardExplosionTimes|0 DESC:As a swift action, you can cause jagged pieces of stone to explode outward from your body. BONUS:VAR|OracleShardExplosionDamageDice|min(1,classlevel("Oracle")/2) BONUS:VAR|OracleShardExplosionTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.52 BENEFIT:As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal %1d6 points of piercing damage to all creatures within a 10-foot burst. A Reflex save (DC %2) halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability %3 Time(s) per day.|OracleShardExplosionDamageDice|OracleRevelationDC|OracleShardExplosionTimes
-Steelbreaker Skin KEY:Steelbreaker Skin ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.StoneRevelation DEFINE:OracleSteelbreakerSkinDamage|0 DEFINE:OracleSteelbreakerSkinDuration|0 DESC:As a standard action, you can harden your flesh so that weapons that strike you are damaged or destroyed. Anytime a melee or ranged weapon strikes you, the weapon takes %1 damage. This ability does not prevent the weapon from harming you unless the damage destroys the weapon attacking you. You can use this ability once per day, but the duration is %2 minute. At 15th level, the damage from this ability ignores up to 10 points of hardness.|OracleSteelbreakerSkinDamage|OracleSteelbreakerSkinDuration BONUS:VAR|OracleSteelbreakerSkinDamage|classlevel("Oracle") BONUS:VAR|OracleSteelbreakerSkinDuration|classlevel("Oracle") SOURCEPAGE:p.52
-Stone Stability KEY:Stone Stability ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuaility.Extraordinary.StoneRevelation DESC:You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats. ABILITY:FEAT|VIRTUAL|Improved Trip|PRECLASS:1,ORacle=5 ABILITY:FEAT|VIRTUAL|Greater Trip|PRECLASS:1,Oracle=10 BONUS:VAR|CMD_BullRush,CMD_Trip|4 SOURCEPAGE:p.52
-Touch of Acid KEY:Touch of Acid ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.StoneRevelation DEFINE:OracleTouchofAcidDamageBonus|0 DEFINE:OracleTouchofAcidTimes|0 DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of acid damage. You can use this ability %2 times per day. At 11th level, any weapon that you wield deals +1d6 points of acid damage, similar to how a flaming weapon operates.|OracleTouchofAcidDamageBonus|OracleTouchofAcidTimes BONUS:VAR|OracleTouchofAcidDamageBonus|classlevel("Oracle")/2 BONUS:VAR|OracleTouchofAcidTimes|3+CHA SOURCEPAGE:p.52
-Final Revelation (Stone) KEY:Final Revelation ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.FinalStoneRevelation DESC:You become a master of acid and earth. SOURCEPAGE:p.52 BENEFIT:You become a master of acid and earth. You can apply any one of the following feats to any acid or earth spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.
+Shard Explosion KEY:Shard Explosion ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.StoneRevelation DEFINE:OracleShardExplosionDamageDice|0 DEFINE:OracleShardExplosionTimes|0 DESC:As a swift action, you can cause jagged pieces of stone to explode outward from your body. BONUS:VAR|OracleShardExplosionDamageDice|min(1,classlevel("Oracle")/2) BONUS:VAR|OracleShardExplosionTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.52 BENEFIT:As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal %1d6 points of piercing damage to all creatures within a 10-foot burst. A Reflex save (DC %2) halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability %3 Time(s) per day.|OracleShardExplosionDamageDice|OracleRevelationDC|OracleShardExplosionTimes
+Steelbreaker Skin KEY:Steelbreaker Skin ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.StoneRevelation DEFINE:OracleSteelbreakerSkinDamage|0 DEFINE:OracleSteelbreakerSkinDuration|0 DESC:As a standard action, you can harden your flesh so that weapons that strike you are damaged or destroyed. Anytime a melee or ranged weapon strikes you, the weapon takes %1 damage. This ability does not prevent the weapon from harming you unless the damage destroys the weapon attacking you. You can use this ability once per day, but the duration is %2 minute. At 15th level, the damage from this ability ignores up to 10 points of hardness.|OracleSteelbreakerSkinDamage|OracleSteelbreakerSkinDuration BONUS:VAR|OracleSteelbreakerSkinDamage|classlevel("Oracle") BONUS:VAR|OracleSteelbreakerSkinDuration|classlevel("Oracle") SOURCEPAGE:p.52
+Stone Stability KEY:Stone Stability ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialQuaility.Extraordinary.StoneRevelation DESC:You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats. ABILITY:FEAT|VIRTUAL|Improved Trip|PRECLASS:1,ORacle=5 ABILITY:FEAT|VIRTUAL|Greater Trip|PRECLASS:1,Oracle=10 BONUS:VAR|CMD_BullRush,CMD_Trip|4 SOURCEPAGE:p.52
+Touch of Acid KEY:Touch of Acid ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.StoneRevelation DEFINE:OracleTouchofAcidDamageBonus|0 DEFINE:OracleTouchofAcidTimes|0 DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of acid damage. You can use this ability %2 times per day. At 11th level, any weapon that you wield deals +1d6 points of acid damage, similar to how a flaming weapon operates.|OracleTouchofAcidDamageBonus|OracleTouchofAcidTimes BONUS:VAR|OracleTouchofAcidDamageBonus|classlevel("Oracle")/2 BONUS:VAR|OracleTouchofAcidTimes|3+CHA SOURCEPAGE:p.52
+Final Revelation (Stone) KEY:Final Revelation ~ Stone Mystery CATEGORY:Special Ability TYPE:SpecialAttack.FinalStoneRevelation DESC:You become a master of acid and earth. SOURCEPAGE:p.52 BENEFIT:You become a master of acid and earth. You can apply any one of the following feats to any acid or earth spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.
# Oracle Revelations: Waves
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Blizzard KEY:Blizzard ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation PRECLASS:1,Oracle=11 DEFINE:OracleBlizzardAreaofEffect|0 DEFINE:OracleBlizzardDamageDice|0 DEFINE:OracleBlizzardDuration|0 DESC:As a standard action, you can create a blizzard of snow and ice. You can create %1 10-foot-cube(s) of storm. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in the blizzard takes %2d4 points of cold damage (Reflex; DC %3; half damage). The storm lasts for %4 rounds; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.|OracleBlizzardAreaofEffect|OracleBlizzardDamageDice|OracleRevelationDC|OracleBlizzardDuration BONUS:VAR|OracleBlizzardAreaofEffect|classlevel("Oracle") BONUS:VAR|OracleBlizzardDamageDice|classlevel("Oracle") BONUS:VAR|OracleBlizzardDuration|CHA SOURCEPAGE:p.52
-Fluid Nature KEY:Fluid Nature ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WavesRevelation DESC:You receive a bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a P4 penalty on its confirmation roll. ABILITY:FEAT|VIRTUAL|Dodge|PRECLASS:1,Oracle=5 BONUS:VAR|CMD_BullRush,CMD_Drag,CMD_Grapple,CMD_Reposition,CMD_Trip|4 SOURCEPAGE:p.52
-Fluid Travel KEY:Fluid Travel ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation DEFINE:OracleFluidTravelDuration|0 DESC:You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for %1 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleFluidTravelDuration BONUS:VAR|OracleFluidTravelDuration|classlevel("Oracle") SOURCEPAGE:p.53
-Freezing Spell KEY:Freezing Spell ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation DESC:Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds. SOURCEPAGE:p.53
-Ice Armor KEY:Ice Armor ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation DEFINE:OracleIceArmorACBonus|0 DEFINE:OracleIceArmorDuration|0 DESC:You can conjure armor of ice that grants you a +%1 armor bonus. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for %2 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleIceArmorACBonus|OracleIceArmorDuration BONUS:VAR|OracleIceArmorACBonus|(2*(classlevel("Oracle")-3)/4)+4 BONUS:VAR|OracleIceArmorDuration|classlevel("Oracle") SOURCEPAGE:p.53
-Icy Skin KEY:Icy Skin ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WavesRevelation ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|!PRECLASS:1,Oracle=17 ABILITY:Special Ability|AUTOMATIC|Immunity to Cold|PRECLASS:1,Oracle=17 BONUS:VAR|ColdResistanceBonus|5 BONUS:VAR|ColdResistanceBonus|5|PRECLASS:1,Oracle=5 BONUS:VAR|ColdResistanceBonus|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.53
-Punitive Transformation KEY:Punitive Transformation ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation PRECLASS:1,Oracle=7 DEFINE:OraclePunativeTransformationDuration|0 DEFINE:OraclePunativeTransformationTimes|0 DESC:You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts %1 round. Transforming another creature causes the first to immediately revert to normal. You may use this ability %2 times per day.|OraclePunativeTransformationDuration|OraclePunativeTransformationTimes BONUS:VAR|OraclePunativeTransformationDuration|classlevel("Oracle") BONUS:VAR|OraclePunativeTransformationTimes|3+CHA SOURCEPAGE:p.53
-Water Form KEY:Water Form ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation PRECLASS:1,Oracle=7 DEFINE:OracleWaterFormDuration|0 DESC:As a standard action, you can assume the form of a Small water elemental, as elemental body I. At 9th level, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 13th level, you can assume the form of a Huge water elemental, as elemental body IV. You can use this ability once per day, but the duration is %1 hour.|OracleWaterFormDuration BONUS:VAR|OracleWaterFormDuration|classlevel("Oracle") SOURCEPAGE:p.53
-Water Sight KEY:Water Sight ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation.Sense DEFINE:OracleWaterSightDuration|0 DESC:You can see through fog and mist without penalty as long as there is enough light to allow you to see normal. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scry spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for %1 rounds per day, but these rounds do not need to be consecutive.|OracleWaterSightDuration BONUS:VAR|OracleWaterSightDuration|classlevel("Oracle") SOURCEPAGE:p.53
-Wintry Touch KEY:Wintry Touch ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation DEFINE:OracleWintryTouchDamageBonus|0 DEFINE:OracleWintryTouchTimes|0 DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of cold damage. You can use the wintry touch ability %2 times per day. At 11th level, any weapon that you wield is treated as a frost weapon.|OracleWintryTouchDamageBonus|OracleWintryTouchTimes BONUS:VAR|OracleWintryTouchDamageBonus|classlevel("Oracle")/2 BONUS:VAR|OracleWintryTouchTimes|3+CHA SOURCEPAGE:p.53
-Final Revelation (Waves) KEY:Final Revelation ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalWavesRevelation DESC:You become a master of cold and water. You can apply any one of the following feats to any cold or water spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. SOURCEPAGE:p.53
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Blizzard KEY:Blizzard ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation PRECLASS:1,Oracle=11 DEFINE:OracleBlizzardAreaofEffect|0 DEFINE:OracleBlizzardDamageDice|0 DEFINE:OracleBlizzardDuration|0 DESC:As a standard action, you can create a blizzard of snow and ice. You can create %1 10-foot-cube(s) of storm. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in the blizzard takes %2d4 points of cold damage (Reflex; DC %3; half damage). The storm lasts for %4 rounds; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.|OracleBlizzardAreaofEffect|OracleBlizzardDamageDice|OracleRevelationDC|OracleBlizzardDuration BONUS:VAR|OracleBlizzardAreaofEffect|classlevel("Oracle") BONUS:VAR|OracleBlizzardDamageDice|classlevel("Oracle") BONUS:VAR|OracleBlizzardDuration|CHA SOURCEPAGE:p.52
+Fluid Nature KEY:Fluid Nature ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WavesRevelation DESC:You receive a bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a P4 penalty on its confirmation roll. ABILITY:FEAT|VIRTUAL|Dodge|PRECLASS:1,Oracle=5 BONUS:VAR|CMD_BullRush,CMD_Drag,CMD_Grapple,CMD_Reposition,CMD_Trip|4 SOURCEPAGE:p.52
+Fluid Travel KEY:Fluid Travel ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation DEFINE:OracleFluidTravelDuration|0 DESC:You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for %1 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleFluidTravelDuration BONUS:VAR|OracleFluidTravelDuration|classlevel("Oracle") SOURCEPAGE:p.53
+Freezing Spell KEY:Freezing Spell ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation DESC:Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds. SOURCEPAGE:p.53
+Ice Armor KEY:Ice Armor ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation DEFINE:OracleIceArmorACBonus|0 DEFINE:OracleIceArmorDuration|0 DESC:You can conjure armor of ice that grants you a +%1 armor bonus. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for %2 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleIceArmorACBonus|OracleIceArmorDuration BONUS:VAR|OracleIceArmorACBonus|(2*(classlevel("Oracle")-3)/4)+4 BONUS:VAR|OracleIceArmorDuration|classlevel("Oracle") SOURCEPAGE:p.53
+Icy Skin KEY:Icy Skin ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WavesRevelation ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|!PRECLASS:1,Oracle=17 ABILITY:Special Ability|AUTOMATIC|Immunity to Cold|PRECLASS:1,Oracle=17 BONUS:VAR|ColdResistanceBonus|5 BONUS:VAR|ColdResistanceBonus|5|PRECLASS:1,Oracle=5 BONUS:VAR|ColdResistanceBonus|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.53
+Punitive Transformation KEY:Punitive Transformation ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation PRECLASS:1,Oracle=7 DEFINE:OraclePunativeTransformationDuration|0 DEFINE:OraclePunativeTransformationTimes|0 DESC:You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts %1 round. Transforming another creature causes the first to immediately revert to normal. You may use this ability %2 times per day.|OraclePunativeTransformationDuration|OraclePunativeTransformationTimes BONUS:VAR|OraclePunativeTransformationDuration|classlevel("Oracle") BONUS:VAR|OraclePunativeTransformationTimes|3+CHA SOURCEPAGE:p.53
+Water Form KEY:Water Form ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation PRECLASS:1,Oracle=7 DEFINE:OracleWaterFormDuration|0 DESC:As a standard action, you can assume the form of a Small water elemental, as elemental body I. At 9th level, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 13th level, you can assume the form of a Huge water elemental, as elemental body IV. You can use this ability once per day, but the duration is %1 hour.|OracleWaterFormDuration BONUS:VAR|OracleWaterFormDuration|classlevel("Oracle") SOURCEPAGE:p.53
+Water Sight KEY:Water Sight ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WavesRevelation.Sense DEFINE:OracleWaterSightDuration|0 DESC:You can see through fog and mist without penalty as long as there is enough light to allow you to see normal. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scry spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for %1 rounds per day, but these rounds do not need to be consecutive.|OracleWaterSightDuration BONUS:VAR|OracleWaterSightDuration|classlevel("Oracle") SOURCEPAGE:p.53
+Wintry Touch KEY:Wintry Touch ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WavesRevelation DEFINE:OracleWintryTouchDamageBonus|0 DEFINE:OracleWintryTouchTimes|0 DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of cold damage. You can use the wintry touch ability %2 times per day. At 11th level, any weapon that you wield is treated as a frost weapon.|OracleWintryTouchDamageBonus|OracleWintryTouchTimes BONUS:VAR|OracleWintryTouchDamageBonus|classlevel("Oracle")/2 BONUS:VAR|OracleWintryTouchTimes|3+CHA SOURCEPAGE:p.53
+Final Revelation (Waves) KEY:Final Revelation ~ Waves Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalWavesRevelation DESC:You become a master of cold and water. You can apply any one of the following feats to any cold or water spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. SOURCEPAGE:p.53
# Oracle Revelations: Wind
-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Air Barrier KEY:Air Barrier ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Exraordinary.WindRevelation DEFINE:OracleAirBarrierACBonus|0 DEFINE:OracleAirBarrierDuration|0 DESC:You can create an invisible shell of air that grants you a +%1 armor bonus. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50%% miss chance. You can use this barrier for %2 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleAirBarrierACBonus|OracleAirBarrierDuration BONUS:VAR|OracleAirBarrierACBonus|(2*(classlevel("Oracle")-3)/4)+4 BONUS:VAR|OracleAirBarrierDuration|classlevel("Oracle") SOURCEPAGE:p.53
-Gaseous Form KEY:Gaseous Form ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WindRevelation PRECLASS:1,Oracle=7 DEFINE:OracleGaseousFormDuration|0 DESC:As a standard action, you can assume gaseous form (as the spell). You can remain gaseous for %1 minute. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can bring other creatures with you in gaseous form, but each passenger costs an additional minute per minute of travel.|OracleGaseousFormDuration BONUS:VAR|OracleGaseousFormDuration|classlevel("Oracle") SOURCEPAGE:p.53
-Invisibility KEY:Invisibility ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WindRevelation PRECLASS:1,Oracle=3 DEFINE:OracleInvisibilityDuration|0 DESC:As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for %1 minute per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration.|OracleInvisibilityDuration BONUS:VAR|OracleInvisibilityDuration|classlevel("Oracle") SOURCEPAGE:p.53
-Lightning Breath KEY:Lightning Breath ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WindRevelation DEFINE:OracleLightningBreathTimes|0 DEFINE:OracleLightningBreathDice|0 DESC:As a standard action, you can breathe a 30-foot line of electricity. This line deals %1d4 points of electricity damage. A Reflex save (DC %2) halves this damage. You can use this ability %3 time(s) per day.|OracleLightningBreathDice|OracleRevelationDC|OracleLightningBreathTimes BONUS:VAR|OracleLightningDice|CL BONUS:VAR|OracleLightningTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.53
-Spark Skin KEY:Spark Skin ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WindRevelation ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|!PRECLASS:1,Oracle=17 ABILITY:Special Ability|AUTOMATIC|Immunity to Electricity|PRECLASS:1,Oracle=17 BONUS:VAR|ElectricityResistanceBonus|5 BONUS:VAR|ElectricityResistanceBonus|5|PRECLASS:1,Oracle=5 BONUS:VAR|ElectricityResistanceBonus|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.54
-Thunderburst KEY:Thunderburst ~ Wind Mastery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.WindRevelation PRECLASS:1,Oracle=7 DEFINE:OracleThunderburstRadius|0 DEFINE:OracleThunderburstDice|0 DEFINE:OracleThunderburstTimes|0 DESC:As a standard action, you can create a blast of air accompanied by a loud peal of thunder. BONUS:VAR|OracleThunderburstRadius|((classlevel("Oracle")-7)/4)*5+20 BONUS:VAR|OracleThunderburstDice|classlevel("Oracle") BONUS:VAR|OracleThunderburstTimes|1+(classlevel("Oracle")-7)/4 SOURCEPAGE:p.54 BENEFIT:As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a %1-foot radius. Creatures in the area take %2d6 points of bludgeoning damage and are deafened for 1 hour, with a Fortitude save (DC %3) resulting in half damage and no deafness. You can use this ability %4 time(s) per day.|OracleThunderburstRadius|OracleThunderburstDice|OracleRevelationDC|OracleThunderburstTimes
-Touch of Electricity KEY:Touch of Electricity ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WindRevelation DEFINE:OracleTouchofElectricityDamageBonus|0 DEFINE:OracleTouchofElectricityTimes|0 DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of electricity damage. You can use this ability %2 times per day. At 11th level, any weapon that you wield is treated as a shock weapon.|OracleTouchofElectricityDamageBonus|OracleTouchofElectricityTimes BONUS:VAR|OracleTouchofElectricityDamageBonus|classlevel("Oracle")/2 BONUS:VAR|OracleTouchofElectricityTimes|3+CHA SOURCEPAGE:p.54
-Vortex Spells KEY:Wortex Spells ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.WindRevelation DESC:Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round.|!PRECLASS:1,Oracle=11 DESC:Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1d4 rounds.|PRECLASS:1,Oracle=11 SOURCEPAGE:p.54
-Wind Sight KEY:Wind Sight ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WindRevelation.Sense DEFINE:OracleWindSightDuration|0 DESC:You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability %1 rounds per day, but these rounds do not need to be consecutive.|OracleWindSightDuration BONUS:VAR|OracleWindSightDuration|classlevel("Oracle") SOURCEPAGE:p.54
-Wings of Air KEY:Wings of Air ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WindRevelation PRECLASS:1,Oracle=7 DEFINE:OracleWingsofAirDuration|0 DESC:As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for %1 minute(s) per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleWingsofAirDuration|!PRECLASS:1,Oracle=10 DESC:As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 90 feet with perfect maneuverability. You can use these wings for %1 minute(s) per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleWingsofAirDuration|PRECLASS:1,Oracle=10 BONUS:VAR|OracleWingsofAirDuration|classlevel("Oracle") SOURCEPAGE:p.54
-Final Revelation (Wind) KEY:Final Revelation ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalWindRevelation DESC:You become a master of air and electricity. You can apply any one of the following feats to any air or electricity spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. SOURCEPAGE:p.54
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Air Barrier KEY:Air Barrier ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Exraordinary.WindRevelation DEFINE:OracleAirBarrierACBonus|0 DEFINE:OracleAirBarrierDuration|0 DESC:You can create an invisible shell of air that grants you a +%1 armor bonus. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50%% miss chance. You can use this barrier for %2 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleAirBarrierACBonus|OracleAirBarrierDuration BONUS:VAR|OracleAirBarrierACBonus|(2*(classlevel("Oracle")-3)/4)+4 BONUS:VAR|OracleAirBarrierDuration|classlevel("Oracle") SOURCEPAGE:p.53
+Gaseous Form KEY:Gaseous Form ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WindRevelation PRECLASS:1,Oracle=7 DEFINE:OracleGaseousFormDuration|0 DESC:As a standard action, you can assume gaseous form (as the spell). You can remain gaseous for %1 minute. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can bring other creatures with you in gaseous form, but each passenger costs an additional minute per minute of travel.|OracleGaseousFormDuration BONUS:VAR|OracleGaseousFormDuration|classlevel("Oracle") SOURCEPAGE:p.53
+Invisibility KEY:Invisibility ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WindRevelation PRECLASS:1,Oracle=3 DEFINE:OracleInvisibilityDuration|0 DESC:As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for %1 minute per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration.|OracleInvisibilityDuration BONUS:VAR|OracleInvisibilityDuration|classlevel("Oracle") SOURCEPAGE:p.53
+Lightning Breath KEY:Lightning Breath ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WindRevelation DEFINE:OracleLightningBreathTimes|0 DEFINE:OracleLightningBreathDice|0 DESC:As a standard action, you can breathe a 30-foot line of electricity. This line deals %1d4 points of electricity damage. A Reflex save (DC %2) halves this damage. You can use this ability %3 time(s) per day.|OracleLightningBreathDice|OracleRevelationDC|OracleLightningBreathTimes BONUS:VAR|OracleLightningDice|CL BONUS:VAR|OracleLightningTimes|1+classlevel("Oracle")/5 SOURCEPAGE:p.53
+Spark Skin KEY:Spark Skin ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WindRevelation ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|!PRECLASS:1,Oracle=17 ABILITY:Special Ability|AUTOMATIC|Immunity to Electricity|PRECLASS:1,Oracle=17 BONUS:VAR|ElectricityResistanceBonus|5 BONUS:VAR|ElectricityResistanceBonus|5|PRECLASS:1,Oracle=5 BONUS:VAR|ElectricityResistanceBonus|10|PRECLASS:1,Oracle=11 SOURCEPAGE:p.54
+Thunderburst KEY:Thunderburst ~ Wind Mastery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.WindRevelation PRECLASS:1,Oracle=7 DEFINE:OracleThunderburstRadius|0 DEFINE:OracleThunderburstDice|0 DEFINE:OracleThunderburstTimes|0 DESC:As a standard action, you can create a blast of air accompanied by a loud peal of thunder. BONUS:VAR|OracleThunderburstRadius|((classlevel("Oracle")-7)/4)*5+20 BONUS:VAR|OracleThunderburstDice|classlevel("Oracle") BONUS:VAR|OracleThunderburstTimes|1+(classlevel("Oracle")-7)/4 SOURCEPAGE:p.54 BENEFIT:As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a %1-foot radius. Creatures in the area take %2d6 points of bludgeoning damage and are deafened for 1 hour, with a Fortitude save (DC %3) resulting in half damage and no deafness. You can use this ability %4 time(s) per day.|OracleThunderburstRadius|OracleThunderburstDice|OracleRevelationDC|OracleThunderburstTimes
+Touch of Electricity KEY:Touch of Electricity ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.WindRevelation DEFINE:OracleTouchofElectricityDamageBonus|0 DEFINE:OracleTouchofElectricityTimes|0 DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of electricity damage. You can use this ability %2 times per day. At 11th level, any weapon that you wield is treated as a shock weapon.|OracleTouchofElectricityDamageBonus|OracleTouchofElectricityTimes BONUS:VAR|OracleTouchofElectricityDamageBonus|classlevel("Oracle")/2 BONUS:VAR|OracleTouchofElectricityTimes|3+CHA SOURCEPAGE:p.54
+Vortex Spells KEY:Wortex Spells ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.WindRevelation DESC:Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round.|!PRECLASS:1,Oracle=11 DESC:Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1d4 rounds.|PRECLASS:1,Oracle=11 SOURCEPAGE:p.54
+Wind Sight KEY:Wind Sight ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WindRevelation.Sense DEFINE:OracleWindSightDuration|0 DESC:You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability %1 rounds per day, but these rounds do not need to be consecutive.|OracleWindSightDuration BONUS:VAR|OracleWindSightDuration|classlevel("Oracle") SOURCEPAGE:p.54
+Wings of Air KEY:Wings of Air ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WindRevelation PRECLASS:1,Oracle=7 DEFINE:OracleWingsofAirDuration|0 DESC:As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for %1 minute(s) per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleWingsofAirDuration|!PRECLASS:1,Oracle=10 DESC:As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 90 feet with perfect maneuverability. You can use these wings for %1 minute(s) per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleWingsofAirDuration|PRECLASS:1,Oracle=10 BONUS:VAR|OracleWingsofAirDuration|classlevel("Oracle") SOURCEPAGE:p.54
+Final Revelation (Wind) KEY:Final Revelation ~ Wind Mystery CATEGORY:Special Ability TYPE:SpecialQuality.FinalWindRevelation DESC:You become a master of air and electricity. You can apply any one of the following feats to any air or electricity spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. SOURCEPAGE:p.54
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# Summoner Special Abilities by gjorbjond
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-# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
-Cantrips KEY:Cantrips ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality DESC:You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
-Summon Monster KEY:Summon Monster ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.CheckList DEFINE:SMLevel|0 DEFINE:SMTimes|0 DEFINE:SMDuration|0 BONUS:VAR|SMDuration|classlevel("Summoner") BONUS:VAR|SMLevel|min(9,(classlevel("Summoner")+1)/2) BONUS:VAR|SMTimes|CHA+3 DESC:You can cast Summon Monster %1 as a spell-like ability %2 times per day as a standard action and the creatures remain for %3 minutes (instead of %3 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.|SMLevel|SMTimes|SMDuration ASPECT:CheckCount|%1|SMTimes ASPECT:CheckType|Uses per day
-Eidolon KEY:Eidolon ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:EidolonLevel|0 BONUS:VAR|EidolonLevel|classlevel("Summoner") DESC:You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. FOLLOWERS:Eidolon|1 COMPANIONLIST:Eidolon|RACETYPE=Eidolon
-Life Link KEY:Life Link ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.
-Bond Senses KEY:Bond Senses ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:BondSensesRounds|0 BONUS:VAR|BondSensesRounds|classlevel("Summoner") DESC:As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. He can use this ability %1 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. The summoner can end this effect as a free action.|BondSensesRounds
-Shield Ally KEY:Shield Ally ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever you are within your eidolon's reach, you receives a +2 shield bonus to your Armor Class and a +2 circumstance bonus on your saving throws. This bonus does not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
-Maker's Call KEY:Maker's Call ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.CheckList DEFINE:MakersCallTimes|0 BONUS:VAR|MakersCallTimes|((classlevel("Summoner")-2)/4) DESC:As a standard action, you can call your eidolon to your side. This functions as dimension door, using your caster level. When used, your eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied). If your eidolon is out of range, the ability is wasted. (%1/day)|MakersCallTimes ASPECT:CheckCount|%1|MakersCallTimes ASPECT:CheckType|Uses per day
-Transposition KEY:Transposition ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You may use your maker's call ability to swap locations with eidolon. If it is larger than you, you can appear in any square occupied by your eidolon. Your eidolon must occupy the square that was occupied by you if able, or as close as possible if it is not able.
-Aspect KEY:Aspect ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:MasterLevel|0 DEFINE:EidMaxAttacks|0 DEFINE:EidUsedAttacks|0 DEFINE:EidArms|0 DEFINE:EidArmsUsed|0 DEFINE:EidLegs|0 DEFINE:EidLegsUsed|0 BONUS:VAR|MasterLevel|classlevel("Summoner") BONUS:VAR|EidMaxAttacks|5 BONUS:VAR|EidMaxAttacks|1|PRECLASS:1,Summoner=14 DESC:You may divert up to 2 points from your eidolon's evolution pool to add evolutions to yourself. You cannot select any evolution that your eidolon could not possess, and you must be able to meet the requirements as well. You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from your eidolon's evolution pool (reducing the total number available to your eidolon). You can change the evolutions you receives from these points any time you can change your eidolon's evolutions. BONUS:ABILITYPOOL|Eidolon Evolution|2 BONUS:VAR|EidArms|1 BONUS:VAR|EidLegs|1
-Greater Shield Ally KEY:Greater Shield Ally ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Whenever an ally is within your eidolon's reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. For you, the bonuses increase to +4. The bonuses do not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
-Life Bond KEY:Life Bond ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Your life becomes linked to your eidolon's. As long as your eidolon has 1 or more hit points, you are protected from harm. Damage in excess of that which would reduce you to fewer than 0 hit points is instead transferred to your eidolon. This damage is transferred 1 point at a time, meaning that as soon as your eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner.
-Merge Forms KEY:Merge Forms ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:MergeFormsRounds|0 BONUS:VAR|MergeFormsRounds|classlevel("Summoner") DESC:As a full-round action, you can touch your eidolon to merge forms. This transformation includes all of your gear. While merged in this way, you are protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting you are suspended until you emerge from your eidolon (although durations continue to expire). You can cast spells while inside your eidolon by taking control of your eidolon for the duration of the casting. Any material components used for these spells are taken from your gear, even though they are otherwise inaccessible. You can direct all of your eidolon's actions while merged, can perceive through its senses, and can speak through its voice. You can use this ability for %1 rounds per day. You can end this effect at any time as a swift action. You emerge in a square adjacent to your eidolon if able. If your eidolon is returned to its home plane while you are merged with it, you are immediately ejected, taking 4d6 points of damage, and are stunned for 1 round.|MergeFormsRounds
-Greater Aspect KEY:Greater Aspect ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:MasterLevel|0 DEFINE:EidMaxAttacks|0 DEFINE:EidUsedAttacks|0 DEFINE:EidArms|0 DEFINE:EidArmsUsed|0 DEFINE:EidLegs|0 DEFINE:EidLegsUsed|0 BONUS:VAR|MasterLevel|classlevel("Summoner") BONUS:VAR|EidMaxAttacks|6 BONUS:VAR|EidMaxAttacks|1|PRECLASS:1,Summoner=19 DESC:You can divert your eidolon's evolutions to yourself. You may take up to 6 evolution points. Your eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to you. BONUS:ABILITYPOOL|Eidolon Evolution|6 BONUS:VAR|EidArms|1 BONUS:VAR|EidLegs|1
-Twin Eidolon KEY:Twin Eidolon ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:TwinEidolonMinutes|0 BONUS:VAR|TwinEidolonMinutes|classlevel("Summoner") DESC:As a standard action, you can assume the shape of your eidolon, copying all of its evolutions, form, and abilities. Your Strength, Dexterity, and Constitution scores change to match the base scores of your eidolon. You can choose to have any gear that you carry become absorbed by your new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. You lose your natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by your eidolon's evolutions. You retain all of your class features. You can keep this form for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can end this effect as a free action.|TwinEidolonMinutes
-Gate KEY:Gate ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:You may cast Gate with your Summon Monster spell-like abilty.
+# Ability Name Unique Key Category of Ability Type Visible Restricted Ability Required AL Restricted AL Required Class Required Skill Serves As Define Innate Spells Description Multiple? Choose Selections Template Automatically Gained Armor Prof. Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Bonus to skill Modify VAR Add to vision Allow Follower Allowed Companions Class Skill Vision Source Page Aspects Description of the Benefits List of Known Class Spells by Level List of Class Spells by Level
+Cantrips KEY:Cantrips ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality DESC:You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
+Summon Monster KEY:Summon Monster ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.CheckList DEFINE:SMLevel|0 DEFINE:SMTimes|0 DEFINE:SMDuration|0 DESC:You can cast Summon Monster %1 as a spell-like ability %2 times per day as a standard action and the creatures remain for %3 minutes (instead of %3 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.|SMLevel|SMTimes|SMDuration BONUS:VAR|SMDuration|classlevel("Summoner") BONUS:VAR|SMLevel|min(9,(classlevel("Summoner")+1)/2) BONUS:VAR|SMTimes|CHA+3 ASPECT:CheckCount|%1|SMTimes ASPECT:CheckType|Uses per day
+Eidolon KEY:Eidolon ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:EidolonLevel|0 DESC:You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. BONUS:VAR|EidolonLevel|classlevel("Summoner") FOLLOWERS:Eidolon|1 COMPANIONLIST:Eidolon|RACETYPE=Eidolon
+Life Link KEY:Life Link ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.
+Bond Senses KEY:Bond Senses ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:BondSensesRounds|0 DESC:As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. He can use this ability %1 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. The summoner can end this effect as a free action.|BondSensesRounds BONUS:VAR|BondSensesRounds|classlevel("Summoner")
+Shield Ally KEY:Shield Ally ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever you are within your eidolon's reach, you receives a +2 shield bonus to your Armor Class and a +2 circumstance bonus on your saving throws. This bonus does not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
+Maker's Call KEY:Maker's Call ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.CheckList DEFINE:MakersCallTimes|0 DESC:As a standard action, you can call your eidolon to your side. This functions as dimension door, using your caster level. When used, your eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied). If your eidolon is out of range, the ability is wasted. (%1/day)|MakersCallTimes BONUS:VAR|MakersCallTimes|((classlevel("Summoner")-2)/4) ASPECT:CheckCount|%1|MakersCallTimes ASPECT:CheckType|Uses per day
+Transposition KEY:Transposition ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You may use your maker's call ability to swap locations with eidolon. If it is larger than you, you can appear in any square occupied by your eidolon. Your eidolon must occupy the square that was occupied by you if able, or as close as possible if it is not able.
+Aspect KEY:Aspect ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:MasterLevel|0 DEFINE:EidMaxAttacks|0 DEFINE:EidUsedAttacks|0 DEFINE:EidArms|0 DEFINE:EidArmsUsed|0 DEFINE:EidLegs|0 DEFINE:EidLegsUsed|0 DESC:You may divert up to 2 points from your eidolon's evolution pool to add evolutions to yourself. You cannot select any evolution that your eidolon could not possess, and you must be able to meet the requirements as well. You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from your eidolon's evolution pool (reducing the total number available to your eidolon). You can change the evolutions you receives from these points any time you can change your eidolon's evolutions. BONUS:ABILITYPOOL|Eidolon Evolution|2 BONUS:VAR|MasterLevel|classlevel("Summoner") BONUS:VAR|EidMaxAttacks|5 BONUS:VAR|EidMaxAttacks|1|PRECLASS:1,Summoner=14 BONUS:VAR|EidArms|1 BONUS:VAR|EidLegs|1
+Greater Shield Ally KEY:Greater Shield Ally ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Whenever an ally is within your eidolon's reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. For you, the bonuses increase to +4. The bonuses do not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
+Life Bond KEY:Life Bond ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Your life becomes linked to your eidolon's. As long as your eidolon has 1 or more hit points, you are protected from harm. Damage in excess of that which would reduce you to fewer than 0 hit points is instead transferred to your eidolon. This damage is transferred 1 point at a time, meaning that as soon as your eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner.
+Merge Forms KEY:Merge Forms ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:MergeFormsRounds|0 DESC:As a full-round action, you can touch your eidolon to merge forms. This transformation includes all of your gear. While merged in this way, you are protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting you are suspended until you emerge from your eidolon (although durations continue to expire). You can cast spells while inside your eidolon by taking control of your eidolon for the duration of the casting. Any material components used for these spells are taken from your gear, even though they are otherwise inaccessible. You can direct all of your eidolon's actions while merged, can perceive through its senses, and can speak through its voice. You can use this ability for %1 rounds per day. You can end this effect at any time as a swift action. You emerge in a square adjacent to your eidolon if able. If your eidolon is returned to its home plane while you are merged with it, you are immediately ejected, taking 4d6 points of damage, and are stunned for 1 round.|MergeFormsRounds BONUS:VAR|MergeFormsRounds|classlevel("Summoner")
+Greater Aspect KEY:Greater Aspect ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:MasterLevel|0 DEFINE:EidMaxAttacks|0 DEFINE:EidUsedAttacks|0 DEFINE:EidArms|0 DEFINE:EidArmsUsed|0 DEFINE:EidLegs|0 DEFINE:EidLegsUsed|0 DESC:You can divert your eidolon's evolutions to yourself. You may take up to 6 evolution points. Your eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to you. BONUS:ABILITYPOOL|Eidolon Evolution|6 BONUS:VAR|MasterLevel|classlevel("Summoner") BONUS:VAR|EidMaxAttacks|6 BONUS:VAR|EidMaxAttacks|1|PRECLASS:1,Summoner=19 BONUS:VAR|EidArms|1 BONUS:VAR|EidLegs|1
+Twin Eidolon KEY:Twin Eidolon ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:TwinEidolonMinutes|0 DESC:As a standard action, you can assume the shape of your eidolon, copying all of its evolutions, form, and abilities. Your Strength, Dexterity, and Constitution scores change to match the base scores of your eidolon. You can choose to have any gear that you carry become absorbed by your new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. You lose your natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by your eidolon's evolutions. You retain all of your class features. You can keep this form for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can end this effect as a free action.|TwinEidolonMinutes BONUS:VAR|TwinEidolonMinutes|classlevel("Summoner")
+Gate KEY:Gate ~ Summoner CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:You may cast Gate with your Summon Monster spell-like abilty.
#Witch Special Abilities
# Ability Name Unique Key Category of Ability Type Visible Define Description Virtual Feat Source Page Followers
####Witch
-Cantrips KEY:Cantrips ~ Witch CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. SOURCEPAGE:p.65
-Witch Weapon Proficiencies CATEGORY:Special Ability TYPE:Special VISIBLE:NO AUTO:WEAPONPROF|TYPE.Simple
-Witch's Familiar KEY:Witch ~ Familiar CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:FMLevel|0 DESC:Your familiar aids you by granting skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. FOLLOWERS:Familiar|1 COMPANIONLIST:Familiar|Familiar (Bat),Familiar (Cat),Familiar (Hawk),Familiar (Lizard),Familiar (Monkey),Familiar (Owl),Familiar (Rat),Familiar (Raven),Familiar (Viper),Familiar (Toad),Familiar (Weasel),Familiar (Centipede (House)),Familiar (Crab (Giant King)),Familiar (Fox),Familiar (Octopus),Familiar (Scorpion (Greensting)),Familiar (Spider (Scarlet)) SOURCEPAGE:p.67 BENEFIT:You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
+Cantrips KEY:Cantrips ~ Witch CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. SOURCEPAGE:p.65
+Witch Weapon Proficiencies CATEGORY:Special Ability TYPE:Special VISIBLE:NO AUTO:WEAPONPROF|TYPE.Simple
+Witch's Familiar KEY:Witch ~ Familiar CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:FMLevel|0 DESC:Your familiar aids you by granting skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. FOLLOWERS:Familiar|1 COMPANIONLIST:Familiar|Familiar (Bat),Familiar (Cat),Familiar (Hawk),Familiar (Lizard),Familiar (Monkey),Familiar (Owl),Familiar (Rat),Familiar (Raven),Familiar (Viper),Familiar (Toad),Familiar (Weasel),Familiar (Centipede (House)),Familiar (Crab (Giant King)),Familiar (Fox),Familiar (Octopus),Familiar (Scorpion (Greensting)),Familiar (Spider (Scarlet)) SOURCEPAGE:p.67 BENEFIT:You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
#Next line commented out by elro - can find no reference to this ability in PFAPG??
#Witch Concentration Check CATEGORY:Special Ability TYPE:SpecialQuality DESC:Concentration check for witch spells: +%1.|CL+INT SOURCEPAGE:p.?
-Deliver Touch Spells KEY:Witch ~ Familiar Touch Spells CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Your familiar can deliver touch spells or hexes for you. SOURCEPAGE:p.69 BENEFIT:Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.
+Deliver Touch Spells KEY:Witch ~ Familiar Touch Spells CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Your familiar can deliver touch spells or hexes for you. SOURCEPAGE:p.69 BENEFIT:Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.
###Block: Witch Hexes
-# Ability Name Unique Key Category of Ability Type Var. Min. Value Define Innate Spells Description Virtual Feat Bonus to skill Modify VAR Source Page Description of the Benefits
-Blight KEY:Blight ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. SOURCEPAGE:p.66 BENEFIT:If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex - type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.
-Cackle KEY:Cackle ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. SOURCEPAGE:p.66
+# Ability Name Unique Key Category of Ability Type Var. Min. Value Define Innate Spells Description Virtual Feat Bonus to skill Modify VAR Source Page Description of the Benefits
+Blight KEY:Blight ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. SOURCEPAGE:p.66 BENEFIT:If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex - type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.
+Cackle KEY:Cackle ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. SOURCEPAGE:p.66
Cauldron KEY:Cauldron ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WitchHex DESC:The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks. VFEAT:Brew Potion BONUS:SKILL|Craft (Alchemy)|4|TYPE=Insight SOURCEPAGE:p.66
-Charm KEY:Charm ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchCharmSteps|1 DESC:The witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. BONUS:VAR|WitchCharmSteps|1|PREVARGTEQ:WitchLVL,8 SOURCEPAGE:p.66 BENEFIT:The hex improves the attitude of the target by %1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for %2 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.|WitchCharmSteps|INT
-Coven KEY:Coven ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WitchHex DESC:The witch counts as a hag for the purpose of joining a hag's coven. SOURCEPAGE:p.66
-Disguise KEY:Disguise ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchDisguiseDuration|0 DESC:The witch can change her appearance as if using disguise self. BONUS:VAR|WitchDisguiseDuration|WitchLVL SOURCEPAGE:p.66 BENEFIT:The witch can change her appearance for %1 hours, as if using disguise self.|WitchDisguiseDuration
-Evil Eye KEY:Evil Eye ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchEvilEyePenalty|-2 DESC:The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. BONUS:VAR|WitchEvilEyePenalty|-2|PREVARGTEQ:WitchLVL,8 SOURCEPAGE:p.66 BENEFIT:The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a %1 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for %2 rounds. A Will save reduces this to just 1 round.|WitchEvilEyePenalty|3+INT
-Flight KEY:Flight ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=1|Feather Fall SPELLS:Innate|TIMES=1|CASTERLEVEL=1|Levitate|PREVARGTEQ:WitchLVL,3 DESC:The witch grows lighter as she gains power, eventually gaining the ability to fly. BONUS:SKILL|Swim|4|TYPE=Racial SOURCEPAGE:p.66 BENEFIT:The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall at will and gain a +4 racial bonus on Swim checks. BENEFIT:The witch may fly, as per the spell, for %1 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.|WitchLVL|PREVARGTEQ:WitchLVL,5
-Fortune KEY:Fortune ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchFortuneRounds|1 DESC:The witch can grant a creature within 30 feet a bit of good luck. BONUS:VAR|WitchFortuneRounds|1|PREVARGTEQ:WitchLVL,8 SOURCEPAGE:p.66 BENEFIT:The witch can grant a creature within 30 feet a bit of good luck for %1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.|WitchFortuneRounds
-Healing KEY:Healing ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can soothe the wounds of those she touches. SOURCEPAGE:p.66 BENEFIT:The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level.|PREVARLT:WitchLVL,5 BENEFIT:The witch may heal with a touch, this acts as a cure moderate wounds spell, using the witch's caster level.|PREVARGTEQ:WitchLVL,5
-Misfortune KEY:Misfortune ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchMisfortuneRounds|1 DESC:The witch can cause a creature within 30 feet to suffer grave misfortune. BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchLVL,8 BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchLVL,16 SOURCEPAGE:p.66 BENEFIT:For %1 rounds, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.|WitchMisfortuneRounds
-Slumber KEY:Slumber ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. SOURCEPAGE:p.66 BENEFIT:If the creature fails a will save, it falls into a deep, magical sleep for %1 rounds. This hex can affect a creature of any HD|WitchLVL
-Tongues KEY:Tongues ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch with this hex can understand any spoken language. SOURCEPAGE:p.67 BENEFIT:A witch with this hex can understand any spoken language for %1 minutes per day (in 1-minute increments), as per comprehend languages.|WitchLVL|PREVARLT:WitchLVL,5 BENEFIT:A witch with this hex can speak any language for %1 minutes per day (in 1-minute increments), as per tongues.|WitchLVL|PREVARGTEQ:WitchLVL,5
-Ward KEY:Ward ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchWardBonus|2 DESC:The witch can use this hex to place a protective ward over one creature. BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchLVL,8 BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchLVL,16 SOURCEPAGE:p.67 BENEFIT: The warded creature receives a +%1 deflection bonus to AC and a +%2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.|WitchWardBonus|WitchWardBonus
+Charm KEY:Charm ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchCharmSteps|1 DESC:The witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. BONUS:VAR|WitchCharmSteps|1|PREVARGTEQ:WitchLVL,8 SOURCEPAGE:p.66 BENEFIT:The hex improves the attitude of the target by %1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for %2 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.|WitchCharmSteps|INT
+Coven KEY:Coven ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WitchHex DESC:The witch counts as a hag for the purpose of joining a hag's coven. SOURCEPAGE:p.66
+Disguise KEY:Disguise ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchDisguiseDuration|0 DESC:The witch can change her appearance as if using disguise self. BONUS:VAR|WitchDisguiseDuration|WitchLVL SOURCEPAGE:p.66 BENEFIT:The witch can change her appearance for %1 hours, as if using disguise self.|WitchDisguiseDuration
+Evil Eye KEY:Evil Eye ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchEvilEyePenalty|-2 DESC:The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. BONUS:VAR|WitchEvilEyePenalty|-2|PREVARGTEQ:WitchLVL,8 SOURCEPAGE:p.66 BENEFIT:The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a %1 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for %2 rounds. A Will save reduces this to just 1 round.|WitchEvilEyePenalty|3+INT
+Flight KEY:Flight ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=1|Feather Fall SPELLS:Innate|TIMES=1|CASTERLEVEL=1|Levitate|PREVARGTEQ:WitchLVL,3 DESC:The witch grows lighter as she gains power, eventually gaining the ability to fly. BONUS:SKILL|Swim|4|TYPE=Racial SOURCEPAGE:p.66 BENEFIT:The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall at will and gain a +4 racial bonus on Swim checks. BENEFIT:The witch may fly, as per the spell, for %1 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.|WitchLVL|PREVARGTEQ:WitchLVL,5
+Fortune KEY:Fortune ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchFortuneRounds|1 DESC:The witch can grant a creature within 30 feet a bit of good luck. BONUS:VAR|WitchFortuneRounds|1|PREVARGTEQ:WitchLVL,8 SOURCEPAGE:p.66 BENEFIT:The witch can grant a creature within 30 feet a bit of good luck for %1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.|WitchFortuneRounds
+Healing KEY:Healing ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can soothe the wounds of those she touches. SOURCEPAGE:p.66 BENEFIT:The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level.|PREVARLT:WitchLVL,5 BENEFIT:The witch may heal with a touch, this acts as a cure moderate wounds spell, using the witch's caster level.|PREVARGTEQ:WitchLVL,5
+Misfortune KEY:Misfortune ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchMisfortuneRounds|1 DESC:The witch can cause a creature within 30 feet to suffer grave misfortune. BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchLVL,8 BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchLVL,16 SOURCEPAGE:p.66 BENEFIT:For %1 rounds, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.|WitchMisfortuneRounds
+Slumber KEY:Slumber ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. SOURCEPAGE:p.66 BENEFIT:If the creature fails a will save, it falls into a deep, magical sleep for %1 rounds. This hex can affect a creature of any HD|WitchLVL
+Tongues KEY:Tongues ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DESC:The witch with this hex can understand any spoken language. SOURCEPAGE:p.67 BENEFIT:A witch with this hex can understand any spoken language for %1 minutes per day (in 1-minute increments), as per comprehend languages.|WitchLVL|PREVARLT:WitchLVL,5 BENEFIT:A witch with this hex can speak any language for %1 minutes per day (in 1-minute increments), as per tongues.|WitchLVL|PREVARGTEQ:WitchLVL,5
+Ward KEY:Ward ~ WitchHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex DEFINE:WitchWardBonus|2 DESC:The witch can use this hex to place a protective ward over one creature. BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchLVL,8 BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchLVL,16 SOURCEPAGE:p.67 BENEFIT: The warded creature receives a +%1 deflection bonus to AC and a +%2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.|WitchWardBonus|WitchWardBonus
-Major Hex - Agony KEY:Agony ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:The witch can cause one creature within 60 feet to suffer intense pain. SOURCEPAGE:p.68 BENEFIT:The target is nauseated for %1 rounds. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect.|WitchLVL
-Major Hex - Hag's Eye KEY:Hags Eye ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch with this hex can create a magic sensor that she can see through. SOURCEPAGE:p.68 BENEFIT:For %1 minutes per day (spent in 1 minute increments) the witch can create a magic sensor as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it.|WitchLVL
-Major Hex - Major Healing KEY:Major Healing ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches. SOURCEPAGE:p.68 BENEFIT:This acts as a cure serious wounds spell, using the witch's caster level.|PREVARLT:WitchLVL,15 BENEFIT:This acts as a cure critical wounds spell, using the witch's caster level.|PREVARGTEQ:WitchLVL,15
-Major Hex - Nightmares KEY:Nightmares ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. SOURCEPAGE:p.68 BENEFIT:This hex functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.
-Major Hex - Retribution KEY:Retribution ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. SOURCEPAGE:p.68 BENEFIT:For %1 rounds, immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. A Will save negates this effect.|INT
-Major Hex - Vision KEY:Vision ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch with the vision hex can grant a glimpse of the future to a creature touched. SOURCEPAGE:p.68 BENEFIT:Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of one possible version of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. Unwilling creatures receive a Will save to negate the vision.
-Major Hex - Waxen Image KEY:Waxen Image ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:The witch can create a crude and unnerving wax duplicate of a creature she can see within 30 feet gaining a small measure of control over the creature. SOURCEPAGE:p.68 BENEFIT:Once the image is complete (taking a full-round action), the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch's turn and does not impede the creature's actions on its turn. The witch can use the waxen image %1 times before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. The hex is an enchantment (compulsion) effect.|INT
-Major Hex - Weather Control KEY:Weather Control ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar. SOURCEPAGE:p.68 BENEFIT:A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.
+Major Hex - Agony KEY:Agony ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:The witch can cause one creature within 60 feet to suffer intense pain. SOURCEPAGE:p.68 BENEFIT:The target is nauseated for %1 rounds. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect.|WitchLVL
+Major Hex - Hag's Eye KEY:Hags Eye ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch with this hex can create a magic sensor that she can see through. SOURCEPAGE:p.68 BENEFIT:For %1 minutes per day (spent in 1 minute increments) the witch can create a magic sensor as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it.|WitchLVL
+Major Hex - Major Healing KEY:Major Healing ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches. SOURCEPAGE:p.68 BENEFIT:This acts as a cure serious wounds spell, using the witch's caster level.|PREVARLT:WitchLVL,15 BENEFIT:This acts as a cure critical wounds spell, using the witch's caster level.|PREVARGTEQ:WitchLVL,15
+Major Hex - Nightmares KEY:Nightmares ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. SOURCEPAGE:p.68 BENEFIT:This hex functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.
+Major Hex - Retribution KEY:Retribution ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. SOURCEPAGE:p.68 BENEFIT:For %1 rounds, immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. A Will save negates this effect.|INT
+Major Hex - Vision KEY:Vision ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch with the vision hex can grant a glimpse of the future to a creature touched. SOURCEPAGE:p.68 BENEFIT:Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of one possible version of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. Unwilling creatures receive a Will save to negate the vision.
+Major Hex - Waxen Image KEY:Waxen Image ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:The witch can create a crude and unnerving wax duplicate of a creature she can see within 30 feet gaining a small measure of control over the creature. SOURCEPAGE:p.68 BENEFIT:Once the image is complete (taking a full-round action), the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch's turn and does not impede the creature's actions on its turn. The witch can use the waxen image %1 times before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. The hex is an enchantment (compulsion) effect.|INT
+Major Hex - Weather Control KEY:Weather Control ~ WitchMajorHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,10 DESC:A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar. SOURCEPAGE:p.68 BENEFIT:A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.
-Grand Hex - Death Curse KEY:Death Curse ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:This powerful hex seizes a creature's heart, causing death within just a few moments. SOURCEPAGE:p.69 BENEFIT:This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 + %1 points of damage. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains.|WitchLVL
-Grand Hex - Eternal Slumber KEY:Eternal Slumber ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:The witch can touch a creature, causing it to drift off into a permanent slumber. SOURCEPAGE:p.69 BENEFIT:If the creature fails a Will save, it falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber.
-Grand Hex - Forced Reincarnation KEY:Forced Reincarnation ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. SOURCEPAGE:p.69 BENEFIT:If the creature fails a Will save, it is slain and immediately brought back to life with the spell reincarnate.
+Grand Hex - Death Curse KEY:Death Curse ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:This powerful hex seizes a creature's heart, causing death within just a few moments. SOURCEPAGE:p.69 BENEFIT:This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 + %1 points of damage. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains.|WitchLVL
+Grand Hex - Eternal Slumber KEY:Eternal Slumber ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:The witch can touch a creature, causing it to drift off into a permanent slumber. SOURCEPAGE:p.69 BENEFIT:If the creature fails a Will save, it falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber.
+Grand Hex - Forced Reincarnation KEY:Forced Reincarnation ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. SOURCEPAGE:p.69 BENEFIT:If the creature fails a Will save, it is slain and immediately brought back to life with the spell reincarnate.
Grand Hex - Life Giver KEY:Life Giver ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:Once per day the witch can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.
-Grand Hex - Natural Disaster KEY:Natural Disaster ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:A witch using this hex calls down the forces of nature to wreak havoc on an area. SOURCEPAGE:p.69 BENEFIT:This hex functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends.
+Grand Hex - Natural Disaster KEY:Natural Disaster ~ WitchGrandHex CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.WitchHex PREVARGTEQ:WitchLVL,18 DESC:A witch using this hex calls down the forces of nature to wreak havoc on an area. SOURCEPAGE:p.69 BENEFIT:This hex functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends.
###Block: Witch Patrons
@@ -543,15 +546,15 @@
###Block: Antipaladin class features
-# Ability Name Unique Key Category of Ability Type Visible Serves As Define Innate Spells Description Ability Bonus to Ability Pool Save checks bonus Damage reduction Modify VAR Source Page Description of the Benefits
-Detect Good CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DEFINE:DetectGoodLVL|0 SPELLS:Class|TIMES=ATWILL|CASTERLEVEL=DetectGoodLVL|Detect Good,11+WIS DESC:At will, you can use Detect Good, as the spell. SOURCEPAGE:p.120 BENEFIT:At will, you can use Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect good in any other object or individual within range.
-Smite Good CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:SmiteGoodTimes|0 DEFINE:SmiteGoodAttackBonus|0 DEFINE:SmiteGoodDamageBonus|0 DEFINE:SmiteGoodACBonus|0 DEFINE:SmiteGoodLVL|0 DESC:You can call out to the dark powers to crush the forces of good. BONUS:VAR|SmiteGoodTimes|min((SmiteGoodLVL+2)/3,7) BONUS:VAR|SmiteGoodAttackBonus,SmiteGoodACBonus|max(CHA,0) BONUS:VAR|SmiteGoodDamageBonus|SmiteGoodLVL SOURCEPAGE:p.120 BENEFIT:You can call out to the dark powers to crush the forces of good %1 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +%2 to your attack rolls and +%3 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +%4. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +%5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.|SmiteGoodTimes|SmiteGoodAttackBonus|SmiteGoodDamageBonus|SmiteGoodDamageBonus*2|SmiteGoodACBonus
-Touch of Corruption KEY:Touch of Corruption ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LayOnHands DEFINE:LayOnHandsTimes|(LayOnHandsLVL/2)+CHA DEFINE:LayOnHandsDice|LayOnHandsLVL/2 DEFINE:TouchOfCorruptionLVL|0 DEFINE:LayOnHandsLVL|TouchOfCorruptionLVL SOURCEPAGE:p.120 BENEFIT:You surrounds your hand with a fiendish flame, causing terrible wounds to open on those you touch. You can use this ability %1 times per day. As a touch attack, you can cause %2d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, you can use this power to heal undead creatures, restoring %2d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.|LayOnHandsTimes|LayOnHandsDice
-Unholy Resilience KEY:Unholy Resilience ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural VISIBLE:NO DEFINE:UnholyResilience|max(CHA,0) BONUS:CHECKS|ALL|UnholyResilience SOURCEPAGE:p.120
-Plague Bringer KEY:Plague Bringer ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects. SOURCEPAGE:p.120
-Cruelty KEY:Cruelty ~ Antipaladin CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:Cruelties|0 DEFINE:CrueltyLVL|0 BONUS:ABILITYPOOL|Cruelty|Cruelties BONUS:VAR|Cruelties|min(CrueltyLVL/3,4)
-Channel Negative Energy KEY:Channel Negative Energy ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural SERVESAS:ABILITY=Special Ability|Channel Energy DEFINE:AntipaladinChannelDC|0 DEFINE:AntipaladinChannelDice|0 DEFINE:AntipaladinChannelDieSize|6 DEFINE:AntipaladinChannelLVL|0 DESC:You can unleash a wave of negative energy dealing %1d%2 (DC %3 for half)|AntipaladinChannelDice|AntipaladinChannelDieSize|AntipaladinChannelDC BONUS:VAR|AntipaladinChannelDice|(AntipaladinChannelLVL+1)/2 BONUS:VAR|AntipaladinChannelDC|10+(AntipaladinChannelLVL/2)+CHA ASPECT:Ability Benefit|(%1d%2, DC %3)|AntipaladinChannelDice|AntipaladinChannelDieSize|AntipaladinChannelDC BENEFIT:You can unleash a wave of negative energy. You must choose to deal %1d%2 points of negative energy damage to living creatures or to heal undead creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. Using this ability consumes two uses of your touch of corruption ability.|AntipaladinChannelDice|AntipaladinChannelDieSize|AntipaladinChannelDC SERVESAS:ABILITY=Special Ability|Channel Negative Energy
-Unholy Champion KEY:Unholy Champion ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:UnholyChampionCasterLevel|HolyChampionLVL DEFINE:UnholyChampionLVL|0 DESC:You are a conduit for the might of the dark powers. BONUS:DR|Good|5 SOURCEPAGE:p.123 BENEFIT:You are a conduit for the might of the dark powers. Your DR increases to 10/good. Whenever you use Smite Good and successfully strike a good outsider, the outsider is also subject to a Banishment at caster level %1 (you weapon and unholy symbol automatically count as objects that the subject hates). After the Banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever you channel negative energy or use touch of corruption to damage a creature, you deal the maximum possible amount.|UnholyChampionCasterLevel
+# Ability Name Unique Key Category of Ability Type Visible Serves As Define Innate Spells Description Bonus to Ability Pool Save checks bonus Damage reduction Modify VAR Source Page Aspects Description of the Benefits
+Detect Good CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DEFINE:DetectGoodLVL|0 SPELLS:Class|TIMES=ATWILL|CASTERLEVEL=DetectGoodLVL|Detect Good,11+WIS DESC:At will, you can use Detect Good, as the spell. SOURCEPAGE:p.120 BENEFIT:At will, you can use Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect good in any other object or individual within range.
+Smite Good CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:SmiteGoodTimes|0 DEFINE:SmiteGoodAttackBonus|0 DEFINE:SmiteGoodDamageBonus|0 DEFINE:SmiteGoodACBonus|0 DEFINE:SmiteGoodLVL|0 DESC:You can call out to the dark powers to crush the forces of good. BONUS:VAR|SmiteGoodTimes|min((SmiteGoodLVL+2)/3,7) BONUS:VAR|SmiteGoodAttackBonus,SmiteGoodACBonus|max(CHA,0) BONUS:VAR|SmiteGoodDamageBonus|SmiteGoodLVL SOURCEPAGE:p.120 BENEFIT:You can call out to the dark powers to crush the forces of good %1 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +%2 to your attack rolls and +%3 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +%4. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +%5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.|SmiteGoodTimes|SmiteGoodAttackBonus|SmiteGoodDamageBonus|SmiteGoodDamageBonus*2|SmiteGoodACBonus
+Touch of Corruption KEY:Touch of Corruption ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LayOnHands DEFINE:LayOnHandsTimes|(LayOnHandsLVL/2)+CHA DEFINE:LayOnHandsDice|LayOnHandsLVL/2 DEFINE:TouchOfCorruptionLVL|0 DEFINE:LayOnHandsLVL|TouchOfCorruptionLVL SOURCEPAGE:p.120 BENEFIT:You surrounds your hand with a fiendish flame, causing terrible wounds to open on those you touch. You can use this ability %1 times per day. As a touch attack, you can cause %2d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, you can use this power to heal undead creatures, restoring %2d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.|LayOnHandsTimes|LayOnHandsDice
+Unholy Resilience KEY:Unholy Resilience ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural VISIBLE:NO DEFINE:UnholyResilience|max(CHA,0) BONUS:CHECKS|ALL|UnholyResilience SOURCEPAGE:p.120
+Plague Bringer KEY:Plague Bringer ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects. SOURCEPAGE:p.120
+Cruelty KEY:Cruelty ~ Antipaladin CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:Cruelties|0 DEFINE:CrueltyLVL|0 BONUS:ABILITYPOOL|Cruelty|Cruelties BONUS:VAR|Cruelties|min(CrueltyLVL/3,4)
+Channel Negative Energy KEY:Channel Negative Energy ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural SERVESAS:ABILITY=Special Ability|Channel Energy SERVESAS:ABILITY=Special Ability|Channel Negative Energy DEFINE:AntipaladinChannelDC|0 DEFINE:AntipaladinChannelDice|0 DEFINE:AntipaladinChannelDieSize|6 DEFINE:AntipaladinChannelLVL|0 DESC:You can unleash a wave of negative energy dealing %1d%2 (DC %3 for half)|AntipaladinChannelDice|AntipaladinChannelDieSize|AntipaladinChannelDC BONUS:VAR|AntipaladinChannelDice|(AntipaladinChannelLVL+1)/2 BONUS:VAR|AntipaladinChannelDC|10+(AntipaladinChannelLVL/2)+CHA ASPECT:Ability Benefit|(%1d%2, DC %3)|AntipaladinChannelDice|AntipaladinChannelDieSize|AntipaladinChannelDC BENEFIT:You can unleash a wave of negative energy. You must choose to deal %1d%2 points of negative energy damage to living creatures or to heal undead creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. Using this ability consumes two uses of your touch of corruption ability.|AntipaladinChannelDice|AntipaladinChannelDieSize|AntipaladinChannelDC
+Unholy Champion KEY:Unholy Champion ~ Antipaladin CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:UnholyChampionCasterLevel|HolyChampionLVL DEFINE:UnholyChampionLVL|0 DESC:You are a conduit for the might of the dark powers. BONUS:DR|Good|5 SOURCEPAGE:p.123 BENEFIT:You are a conduit for the might of the dark powers. Your DR increases to 10/good. Whenever you use Smite Good and successfully strike a good outsider, the outsider is also subject to a Banishment at caster level %1 (you weapon and unholy symbol automatically count as objects that the subject hates). After the Banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever you channel negative energy or use touch of corruption to damage a creature, you deal the maximum possible amount.|UnholyChampionCasterLevel
###Block: Antipaladin Aura abilities
# Ability Name Unique Key Category of Ability Type Description Damage Reduction Source Page
Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_classes_base.lst
===================================================================
--- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_classes_base.lst 2011-12-13 01:29:33 UTC (rev 15649)
+++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_classes_base.lst 2011-12-13 01:31:33 UTC (rev 15650)
@@ -1,4 +1,4 @@
-# CVS $Revision$ $Author$ -- Thu Jul 7 12:04:01 2011 -- reformated by prettylst.pl v1.39 (build 11455)
+# CVS $Revision$ $Author$ -- Mon Dec 12 20:23:59 2011 -- reformated by prettylst.pl v1.39 (build )
SOURCELONG:Advanced Player's Guide SOURCESHORT:PFAPG SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8fo1 SOURCEDATE:2010-08
# Original Entry by: Stefan Radermacher, Andrew Maitland, Eric Smith (Maredudd) and James Dempsey
@@ -22,10 +22,13 @@
1 BONUS:VAR|AlchemistMutagenLVL|CL ABILITY:Special Ability|AUTOMATIC|Mutagen ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistMutagen
1 ABILITY:Special Ability|AUTOMATIC|Throw Anything ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistThrowAnything
2 BONUS:VAR|AlchemistDiscoveryLVL|CL ABILITY:Special Ability|AUTOMATIC|Discovery ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistDiscovery
-2 BONUS:VAR|AlchemistPoisonResistanceLVL|CL ABILITY:Special Ability|AUTOMATIC|Poison Resistance ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance
+2 ABILITY:Special Ability|AUTOMATIC|Poison Resistance ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance
2 ABILITY:Special Ability|AUTOMATIC|Poison Use ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonUse
3 ABILITY:Special Ability|AUTOMATIC|Swift Alchemy ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistSwiftAlchemy
+5 ABILITY:Special Ability|AUTOMATIC|Poison Resistance 4 ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance4
6 ABILITY:Special Ability|AUTOMATIC|Swift Poisoning ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistSwiftPoisoning
+8 ABILITY:Special Ability|AUTOMATIC|Poison Resistance 6 ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance6
+10 ABILITY:Special Ability|AUTOMATIC|Poison Immunity ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonImmunity
14 BONUS:VAR|AlchemistPersistentMutagenLVL|CL ABILITY:Special Ability|AUTOMATIC|Persistent Mutagen ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPersistentMutagen
18 ABILITY:Special Ability|AUTOMATIC|Instant Alchemy ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistInstantAlchemy
20 ABILITY:Special Ability|AUTOMATIC|Grand Discovery ~ Alchemist|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistGrandDiscovery
@@ -204,7 +207,7 @@
# Class Name Spell Stat Spell Type Memorize Caster level
CLASS:Summoner SPELLSTAT:CHA SPELLTYPE:Arcane MEMORIZE:NO BONUS:CASTERLEVEL|Summoner|CL
###Block:Proficiencies
-1 ABILITY:Special Ability|AUTOMATIC|All Automatic Proficiencies AUTO:FEAT|Simple Weapon Proficiency|Armor Proficiency (Light)
+1 ABILITY:Special Ability|AUTOMATIC|All Automatic Proficiencies AUTO:FEAT|Simple Weapon Proficiency|Armor Proficiency (Light)
1 ABILITY:Special Ability|AUTOMATIC|Cantrips ~ Summoner ABILITY:Special Ability|AUTOMATIC|Eidolon ~ Summoner|!PREABILITY:1,CATEGORY=Archetype,TYPE.SummonerEidolon ABILITY:Special Ability|AUTOMATIC|Life Link ~ Summoner|!PREABILITY:1,CATEGORY=Archetype,TYPE.SummonerLifeLink
1 ABILITY:Special Ability|AUTOMATIC|Summon Monster ~ Summoner|!PREABILITY:1,CATEGORY=Archetype,TYPE.SummonerSummonMonster
1 CAST:0,1 KNOWN:4,2
@@ -239,9 +242,9 @@
###Block:Proficiencies
1 ABILITY:Special Ability|AUTOMATIC|Witch Weapon Proficiencies|All Automatic Proficiencies
###Block: Level progression
-1 CAST:3,1 BONUS:ABILITYPOOL|Witch Hex|1|!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchHex1 BONUS:ABILITYPOOL|Witch Patron|1 BONUS:VAR|FMLevel|CL DEFINE:SpellMasteryQualify|1 ABILITY:Special Ability|AUTOMATIC|Witch ~ Familiar|Cantrips ~ Witch
+1 CAST:3,1 BONUS:ABILITYPOOL|Witch Hex|1|!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchHex1 BONUS:ABILITYPOOL|Witch Patron|1 BONUS:VAR|FMLevel|CL DEFINE:SpellMasteryQualify|1 ABILITY:Special Ability|AUTOMATIC|Witch ~ Familiar|Cantrips ~ Witch
2 CAST:4,2 BONUS:ABILITYPOOL|Witch Hex|1|!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchHex2
-3 CAST:4,2,1 ABILITY:Special Ability|AUTOMATIC|Witch ~ Familiar Touch Spells
+3 CAST:4,2,1 ABILITY:Special Ability|AUTOMATIC|Witch ~ Familiar Touch Spells
4 CAST:4,3,2 BONUS:ABILITYPOOL|Witch Hex|1|!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchHex4
5 CAST:4,3,2,1
6 CAST:4,3,3,2 BONUS:ABILITYPOOL|Witch Hex|1|!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchHex6
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